LordGlint
LordGlint
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- LordGlint
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Feel like a better idea would just be the locker reload Huntress and Trickster have. Let him grab his traps from lockers until the max number of traps are in play.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616127#Comment_3616127
Fair enough, yeah. There are some playstyles that completely ruin the experience.
Though I would much rather go against those than killers like Wesker or Xeno.
I would agree that it was player playstyle until you look at the addons. Having a Pig addon that affects survivors with status effects like blindness or exhausted when they have the helmet doesn't make sense if you're not suppose to pressure survivors with helmets. The majority of her addons are about making the pigtraps more of a pain.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616015#Comment_3616015
But the M1 gameplay creates opportunity for loops and mindgames. People don't complain about those because the chases where both sides can mindgame and outplay the other are the most fun.
Anti-loop is just boring and Legion is just... no. Pig is a good example of a slowdown killer done right.
Except when the Pig decides to chase them rather than let them get the head trap off... Sadako has a similar time waster mechanic that can lead to an early death and she's constantly hated on.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615673#Comment_3615673
Only one I can really think of is old School Billy with Rusted Chain and Begrimed Chain, (the healing debuff stacked) and simply slugging. What made it even more effective was the fact that survivors could only recover to 85% on their own instead of todays 95%
Slugging doesn't give devour hope stacks, which was the perk mentioned that TOTH protected.
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@GeneralV said:
Xeno is miserable to go against because he represents exactly the thing everyone is tired of: anti-loop killers.
There is little you can truly do against him in chase except breaking LoS, but with map reworks creating deadzones everywhere sometimes there is no breaking LoS.
And even if you do, he is a 4.6 killer, he will catch up eventually. This doesn't mean he is "overpowered" or "impossible to escape", but like... why design a killer like this?
Seems you have ppl hating killer powers no matter which route they go. Ppl hate slowdown killers too like Legion that forces mend. It really feels like unless a killer is forced into predictable M1 gameplay, people will hate it.
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Alot of people forget their opponents aren't their "enemy" and will bash everything they can. Doesn't help that what you see is just a fraction of what happens so a killer who is pressuring EVERYONE alot can FEEL like he's tunneling you.
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@MrDardon said:
Waterlogged Shoe is basically Made for Hag.
But tbh, Chag is somehow way more fun than normal Hag. I use Chag with Rapid and Stbfl for some speedrun games. Glorified M1 gameplay.
Might try STBFL on it once I have the T3 version. I'm still getting perks on her, but this was pretty fun. Kept getting hits on people that underestimated the speed.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615187#Comment_3615187
The reason why they nerfed it is because it was an unhealthy perk.
Using it in combination with something like Devour with certain killers and add ons made it practically uncounterable, and was just miserable to go against. Only reason why it wasnt complained about in mass is because not many people used it.
What killer is it LESS effective on that was problematic then?
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614988#Comment_3614988
You know, I don't think trickster is strong or anything but I would never start an argument by mentioning you need to hit 1/5th of your knives.
You really shouldn't be playing a character your miss your power more than 80% of the time.
It's abit different when your not talking about a down but rather the minimum to get a health state. Could be MORE than that considering the damage between health stated disappears. Compare that to Huntress where hitting a hatchet (1/5 her base ammo) is ALWAYS a health state.
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Could just be abit of nonsensical humor. Plenty of devs have had fun with their game's loading screens.
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@Komi said:
It makes me wonder why they arent planning on making more general perks, hopefully its to instead focus on the ones that already exist but not much has happened. If anything the general perks should be on par, if not stronger, than paid DLC perks. Everyone has access to them, so they should be impactful without having to rely on buying a chapter.
Its a mystery how they can review every perk and have the data for it, and yet haven't touched perks like Beast of Prey, Septic Touch or Dying Light as examples. I wont even mention survivor perks when everyone who's played survivor knows them. (Looking at you Up The Ante, whopping 9% luck, and only if everyones alive.)
I feel like even swapping existing perks with general ones wouldn't be a bad move. Swapping distressing with monitor and abuse for example. Distressing is typically only used when paired with various perks or TR related powers like Doctor's. This would give newbies an actual useful stand alone perk with M&A.
Could also swap TOTH with Hag's 3rd seal for similar reasons...
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@Devil_hit11 said:
the reason why generic perk are generally weak is because they make new player feel like they're going through crafting a build and progressing a game. New player don't really need perks because they are just starting the game and everyone having no perks makes it easier to learn the game. Perk complicate the game and new player need simplification. the generic perk are just there as sample perks for a new player to have something in the blood-web for first level 50 character. After that, your suppose pick new characters, try their perks out and see if you like them. If you like them, you should level them fully to get them on every other character.
This still isn't a good argument for the existence of the very lackluster general perks currently in the game. If we're trying to teach new players the ropes, why have counter productive perks like insidious as a base perk to encourage players to stand still rather than apply pressure?
If we have the idea of "new players will be facing new players", why is shattered hope a general perk. It's a perk meant to counter boons, which is something none of the starting survivors have access to. It's USELESS against actual new players. The only reason I can think of is because they didn't wanna lock the counter behind a pay wall and this was never meant to be used by newbies.
You have distressing, which has no synergy with anything a newbie has access to and therefore is useless for all but a minor BP boost.
It's no wonder basically every newbie starts off leaning on NOED... Why WOULDNT you pick it when the alternative perks are this bad.
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@HugTechLover said:
I have approached the iri ranks for killer… so begins the games I must play for iri rank pips. May god have mercy on my soul for the builds, map, and playstyle I’m bringing upon survivors..
If you match with me, I’m sorry in advance. It must be done.. :,(
Iri ranks don't mean much since it's not tied to MMR. I tend to jump around between several killers, making it so none of them ever get that high of MMR.
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Dredge being forced to go to locked lockers was one thing I always thought was dumb.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615500#Comment_3615500
Didn't have problems with it in the original game, but Overwatch 2 got so bad that eventually I just muted everyone.
I was a mercy main in the original. Letting my team know I have a Tracer on my butt is key to survival.
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@Ryuhi said:
Because there can't be any moderation in open voice chat. Considering the chat filter and the fact that certain extreme topics are rightfully bannable, how would they enforce that on voice between randoms? Not only that, but you'd have to balance for voice always being present, while many players would opt out of voice to not have to deal with the toxicity it can very easily cause (putting them at a disadvantage re: balancing.)
Feel like a mute feature would come in handy. Overwatch and Warframe are 2 games I've played where you have open coms with randoms. Mute anyone who starts being toxic and you still have teammates you can talk to.
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@Chocolate_Cosmos said:
What is the problem here?
The only perk that is being countered here is Friends to the End but that also eats like 2 stacks of distortion since it has long duration. The other perks are not countered. Aura positions are NOT screaming on these perks.
Nemesis is also countered here. It's actually acting as an anti-perk since every time it procs and activates Distortion, the survivors stop leaving scratch marks. He would've been better off leaving those slots blank.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615411#Comment_3615411
Doesn't it counter Spies of the Shadows too? I see a lot of killers opting for it instead of aura reading.
Yeah, ppl tend to forget that these 2 perks counter both tracking via crows and scratch marks...
@katoptris said:
Gotta listen to footsteps and watch them crows flies.
no crows are flying, lol
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Ppl complain that other people do their objective instead of screw around with snowballs for 3 weeks.
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614114#Comment_3614114
This happens in almost every game w/ a ranked que. A good recent example is THE FINALS, which just released & is super popular.
The sweats unlock ranked but even Shroud (omega FPS god) has gone on record saying that a lot more sweating happens in the quick plays, especially b/c people are teaming up with their friends verus others who are solo, not as experienced, etc.
It happened in OW, OW2, R6, etc. It happens. Not a reason not to implement. Ranked players who are competitive, sometimes want to just relax and not worry about MMR/their position.To you, they might be sweating in a QP match, but to them, they're just playing the match out like they usually do. Everyone deserves to have a break when they feel like it & not be blamed for ruining QP just cause they're a competitive player.
And this already happens in DbD so it'd change nothing.
The difference is the 2 sides are generally equally matched for that. Both sides have sweat lords and both sides have casuals. This is an asymmetrical game... If as a killer, I want to bring my A game, I'm not gonna have a memer teammate balancing me out.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614649#Comment_3614649
i hate to say this but why didn't they killswitch Onryo not the perk?
I thought the same thing, but they must value a killer over a perk.
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@NekoGamerX said:
yea and no where to hide was killswitched why? and plaything still live?
Something about NWTH turning Onryo invisible.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614539#Comment_3614539
We've previously covered that survivor streaks are harder. Can you please clarify what you mean from us assuming?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614549#Comment_3614549
True but that RNG goes both ways though. Both killer and survivor can be screwed due to it, so lets say that they're good enough to overcome the RNG enough to win against their opponent (aka actually be better despite the odds every now and again).
I was referring to the attitude of survivor teammates. Unless you're consistently with the same 4 man, you run the risk of getting a random who doesn't care nearly as much. You're trying to slam gens, and they might be memeing around with snowballs or they could give up ASAP. Compared to killer streaks that you are I'm full control of your side... survivor streaks have to get a team together and can only work on the streak when everyone is available.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614496#Comment_3614496
Wouldn't call it competitive MMR, nothin competitive about it. Regardless of that thought, between all the factors (people dodging lobbies, trying to keep wait times short, perks and maps carrying ppl, etc) the MMR can't really do its job, or at least properly to a majority's satisfaction. Regardless of THAT thought, lets say for argument's sake that the killer genuinely was better than everyone they got matched with in a working MMR system, would they be "allowed" to get a win streak of 1000+?
It would be possible, but your still assuming alot. No matter the balance, you still have stuff like ppl who kill themselves 1st hook because the killer wore green... Dependence on others is why it's easier to organize and do stuff like this as killer than survivor.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614469#Comment_3614469
I mean, yeah that's true.
I THINK Oracle got beat, so even if you have all the players on, it's apparently much easier to lose as Survivor.
Few ppl set those streaks on their first try.
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Keep in mind that in order to do a SWF winstreak, everyone has to log on. It's way easier to organize 1 person logging on for a killer streak than 4 ppl doing a survivor streak. Those super long streaks are counting anytime someone decides to play towards it for SEVERAL days. It's easier for 1 person to play alone for 500 matches than getting the same 4 ppl to play together for 200.
As for solo Q streaks/NON-4 man SWFs... you get 1 teammate who suicide 1 minute into match because they hate XYZ killer and you're basically guaranteed to lose.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614383#Comment_3614383
I mean that is kind of the whole point ^^ Finding synergies for perks and using them.
If you give me background player and a flashlight, the only difference would be the killer can laugh at me abit more as I try to blind the tree next to him for an extra second.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614383#Comment_3614383
I mean that is kind of the whole point ^^ Finding synergies for perks and using them.
Which isn't always universally helpful. If you give a newbie the same loadout as the best survivor in the game... They could end up playing WORSE than if they stuck with newbie friendly perks. Resilience wouldn't be as good as Deja vu to someone who A. Can't find the gens, and B. will go down quickly if they try to stay injured to use it.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614378#Comment_3614378
It is not necessarily easy, but more like easy to understand why it is good? Because beginner survivor probably won't realise why adrenaline or unbreakable are great perks...
You have alot of perks that really shine either when comboed or in a SWF. Head on for example is gonna see alot more value when you can talk to the person being chased. Buckle up isn't NEARLY as good when used alone vs with FTP.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614349#Comment_3614349
Perhaps, but I think it is mostly because people that start playing don't know how bad the perk is and therefore use it. Because there are some nice perks on the starting survivors, no need to run self care.
For sure. The really advanced ppl can pull off meta. Newbies... not so much. Unless something is both OP AND brain dead easy, it's not gonna be universally used and thus the pick rates won't be the highest. 4 ppl will DEFINITELY escape if I play Nurse, lol.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614295#Comment_3614295
Blank perk slot generally makes me thing of adepts, which makes sense since a new killer dropped. Probably a lot of people trying to get Chucky's.
That makes sense for accounting for SOME of them. You would think it would be similar numbers between killers and survivors though since both roles have adepts. It also doesn't explain having MULTIPLE empty slots. There's more ppl with 0 perks equipped as killer than 3 perks equipped as survivor.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614295#Comment_3614295
More like for used perks than for played Killers ^^ Especially if the perk is not character dependant... Besides that obvious exception aside.
Even perk selection has things skewing them. Self care for example would PROBABLY have a significantly lower pickrate if it was on a DLC character like Quinton than Claudette, a free character.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614269#Comment_3614269
Ok then, I mean usally meta and overall most used stuff goes kind of hand in hand in this game... In the sense of Pain Rez being the most used perk and being meta and so on.
It CAN be, but... you'll have a hard time convincing anyone that a blank perk slot is more meta than NOED or Ultimate weapon. You'd also have a hard time proving Legion more meta than Nurse.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614229#Comment_3614229
It actually was about meta though ^^ He literally phrased it that way several times... Sure you could say it meant something else when using the word meta, but after all he still used it.
I think when we talk about meta and addons it is oftentimes rather hard what is better... Is faster uncloak better or more movementspeed? You could argue for both, I find it hard to say which one is "objectively" better, therefore all we do is guessing... However if it is about something being most used, you can still only say what is most used against you and not in general, because the second one would be guessing again... Which is basically my entire point.
So to sum it up, I think he didn't keep it coherent if he meant by meta the best addon or just the most used one (against him).
You told someone to look at pickrates to prove what's meta. I was pointing out that ppl use the term "meta" incorrectly.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614207#Comment_3614207
You can only tell for sure if all 5 players bring an offering. Otherwise, the one that brought the hatch offering is the one that you won't find on a gen when there are only two players left. But I guess both players could have the same idea and hide by the gates or hatch spawn location, and then you won't know who brought it. In that case, I'll might just kill both if I'm feeling mean, just to be certain.
If I see a hatch offering in play in my Survivor games, I don't go anywhere near the spawn location if I can avoid it. Because I assume that's where the Killer will probably go to look first and then it's a 50/50 if they come to my gate or not.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614211#Comment_3614211
You might be right. But why not bring the Bill or Mikaela perk instead? That's what I do too when I have a hatch challenge, because at least then you know you're not giving the Killer a potential advantage to get to it first.
Technically the killer's offering doesn't matter since it's in a separate spot. I tend to use this information to go easy on survivors who bring BPS, or as extra motivation to kill a survivor if I see a hatch or map offering.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614217#Comment_3614217
Well guess than it has to e some other source, otherwise this talk about "meta" is basically just guessing...
The argument presented here wasn't about meta, but rather most used. META is most effective tactic available. Obviously having an empty perk slot is not Meta, even though a surprising amount of ppl on nightlight are doing it (8.92% for killers).
What people are basing their judgment here off of is personal experience, which isn't the same as guessing. It IS though still flawed in that I'd say most ppl don't stick around to look at the killer's load out after they die unless the game is almost over anyway.
You also have stuff in the game that is more obvious when playing against. You might not notice a Wraith's movement speed is slightly faster when cloaked after he hooks you or that he's noticing auras better, but you'll notice that he keeps cloaking to break stuff while he's chasing you.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614205#Comment_3614205
I thought it did, I'm also not really on that side, but when someone claims something to be meta I expect either good argumentation or at least some form of data as to why it would be. And since nightlight is basically the dbd stats tracking site I just expected he would have the data from there.
I was checking it out and... nope. I DID find it funny that it tracks empty perk slots though.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614168#Comment_3614168
As for worthless I would say that Wraith has quite a lot of decent addons, his iri ones are not bad, his aura reading one is decent uncloaking speed and movements peed are great...
As for meta, sure his best playstyle is hit and run, which tends to work even better with a stealthier approach, or with faster movementspeed/uncloak.
Out of curiosity did you check Nightlight or why are you so sure that those are the meta addons? We can argue about good or bad but meta requires more than good or bad and personal experience.
I don't tend to use nightlight, so maybe that's why but... I'm failing to see ANYTHING about it tracking addon usage.
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What exactly do you hate about Shadowborn of all things. That really shouldn't even be something you notice as a survivor since it's STRICTLY a QOL perk that's about to become basekit with the FOV slider.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613181#Comment_3613181
Come on, you have a Freddy pfp, you HAVE to sleep sometime… Dead 💀
Yeah, but we're talking about nerfed DBD Freddy. All I have to do is stay away from generators, since that's the only thing he can teleport to.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613489#Comment_3613489
Thanks :)
Maybe it would be Pyramid Head
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613181#Comment_3613181
Nah Ghostface does have driver's license he will chase you with his car
The entity gifting him a car? Is that gonna come with those Ghostface rework?
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Could try playing against bots. That's what I do sometimes when trying a new killer. Less stress about bringing your A game, ya know?
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@GeneralV said:
I think so.
Honestly, Beast of Prey is a perk I haven't used since I got the achievement for Adept Huntress and that was like... 3 or 4 years ago.
The only thing it was useful for was mindgames and for that it only has to hide the red stain, the entirety of the Undetectable effect isn't really needed.
So yeah, if I was going for it, I would use it as long as it hid the red stain.
Imagine Chucky with no red stain...
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Yeah... It gets frustrating that it's so common for there to only be 1 hook at many corners. Had a game on Legion's map where the last 2 survivors realized the corner was a hook deadzone. They didn't even bother doing chases, would just immediately run to the corner if they heard my TR until I eventually had to bleed them out.
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@deckyr said:
so, for those not in the know, the knight just got killswitched. this video explains why very succinctly:
https://www.youtube.com/watch?v=Q67Q_c1Ebu8
thanks to DStrike for this video.
what i'd like to talk about is how this bug could actually be a cool feature for the knight with some small tweaks, and could make this killer a lot more interesting to play as and play against as a result.
with some small changes:
- detected survivors cannot be detected by other guards
- guards can no longer kick generators
- the knight can quick-command guards with the CTRL button, making them either immediately kick the object in front of him or immediately chase the survivor in front of him
this could be the shake up that knight needs to actually be fun. knight, to me, always seemed like a killer that would be more powerful the more survivors are nearby. he seemed to be the ultimate multitasker, able to keep multiple survivors occupied at a time. however, what ended up happening is that he became a killer that could kick generators at range because survivors are too able to just run away from his power and he can only send out one guard at a time.
i know that bhvr isn't planning on keeping this bug in the game. but i urge you guys as game developers and as artists to consider the potential consequences of this happy little accident and what it could mean for a killer that has ultimately fallen between the cracks because of how one-note he ended up being on both sides.
That was actually pretty cool...
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Wouldn't need to hide. None of these killers have a driver's license. I can just drive away...
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That would be cool. I wonder how many ppl would end up wasting pallets thinking a stealthy Doc got near them.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612523#Comment_3612523
crawling to a hook does not in fact force the killer to hook you.
Your right, it's just giving the same opportunity the killer chose to do with the other 3 survivors. The killer probably would've hooked OP, but your right... they might do something different.
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Seeing how the killer in this case WASNT slugging ppl... I feel like this is projecting. OP said the killer killed her teammates, and the only reason OP didn't get hooked was due to a hook deadzone. How did this turn into "toxic killer"?