LordSturm
LordSturm
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@TragicSolitude said:
Yes, I love the archive HUD. It was sooo helpful with doing the Knight challenge. Without it, I wouldn't have realized that when the guard hit the survivor a millisecond before I did that it caused my hit not to count for the challenge. Plus, it's great to know how much distance I've carried survivors or how much time I've spent in chase, things I couldn't possibly know on my own. It also means I don't kick gens twenty more times than is necessary because I forgot to keep track.
I would love to have this for Daily Rituals as well. Demo's ritual in particular drives me nuts because so often it does not count Shreds that I could swear were fully charged.
Yes, I was actually doing exactly that, a Demo daily ritual, and that made me think of making this post.
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@EmazingOmega said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330137#Comment_3330137
“You can just bring self care” LMAO
Yep, if your complaint is "omg I run out of medkit in 1/4 of a gen", you probably need a healing perk, or a better medkit, or the very basics of game knowledge.
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Med kits can last the whole game if you bring a beefy enough one and use it well, or, y'know, you can just bring Self Care or Circle of Healing, that lasts the whole game too. Your perks last the whole game just the same as the killer's, except your side has 16 and the killer has 4. Do you really think every killer perk should shut off after the first gen just because your medkit ran out?
Yes, killers have short cooldowns on special attacks, because M1 killers are not good.
If you're having trouble with scratchmarks, bring Lightweight or Fixated or even Lucky Break which will completely remove your scratch marks while injured.
The Knight was bad. He probably still is bad. They buffed his ability to make long patrol paths, none of the buffs do anything unless he's making a patrol path of 10+ meters. If he's doing that, the speed buff isn't a boon he's getting, it just makes up for the lost time he spent setting up a patrol instead of just dropping the guard on a loop and calling it a day.
Skill issue.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330118#Comment_3330118
The fact of the matter is just because you can't hear it, doesn't mean the audio isn't playing - the terror radius and chase music is there to aid survivors in being somewhat stealthy instead of stampy moaning characters, but that doesn't mean in moments of quietness during the music you can't occasionally get info from footsteps, and that audio is always still playing regardless, just because you didn't hear it / pin point it doesn't mean it didn't play, which would obviously still make the feature being suggested activate giving you information you may not have had.
so your argument seems to be "if your hearing isn't good enough you don't deserve to have the information that's given to you", except the whole reason you would add an accessibility feature is to counter that specifically, so it sounds like you just have a fundamental disagreement with the concept of accessibility features in DbD.
Luckily though BHVR does not feel the same way, as made evident with the incoming visual terror radius.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330112#Comment_3330112
Not really, survivor can run forward, double back, fake windows and double back, they can walk etc, and you don't hear all that all the time, the terror radius is one singular thing that only gets louder or quieter, footsteps and survivor sounds and showing you where they are during a mindgame is very different.
If you can't hear it, then there's no reason it would show something you can't hear, the proposition was not for the system to give you information you wouldn't have access to normally, just to let you use your eyes where you might usually use your ears.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330101#Comment_3330101
"Maybe the direction they came from". That's the issue, footsteps come from the survivors feet, showing you where the footsteps are on the other side of the wall is precise information, it is their exact location.
You can already... hear the direction footsteps are coming from, though. This isn't giving you any extra information.
If it's "showing you their exact location", then you already KNEW their exact location... so it is telling you nothing.
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Tally marks aren't really specific to DbD, but in theory it could be related, but it's pretty unlikely. Tally marks like that are pretty common for people to put on walls or armor.
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@TragicSolitude said:
Killer bonus is 100% every time I log in.
That changes for everyone depending on MMR, time of day, and region. Queue incentives are the same as always for me, going back and forth between killer and survivor depending on time of day.
What is a stealth killer supposed to do now? The entire premise is ruined because you know Ghost Face is in a chase.
Stealth killers are stealthy outside of chase, they get the drop on survivors who are busy with gens or healing or whatever. Stealth killers are usually much less stealthy while in chase. SWF are already able to share the knowledge that a teammate is in chase with a stealth killer. Why withhold that info from solo survivors when SWF already have it? Not giving that info to solo survivors just leaves an unfair gap between solo and SWF and it makes all killers, including stealth killers, more difficult to balance.
My games are much closer and everyone is way more efficient.
I haven't experienced this in my survivor matches. Mostly I just see that I'm the only person working on gens, which if I then become the only person taking aggro and still no one is touching gens then I know to just get myself hooked and move on to a new match. My killer matches don't feel any different, either.
So, everyone is having different experiences and all any of us have to offer is anecdotal evidence. If there's an increase in survivor efficiency and escape rates, then hopefully BHVR won't drag their feet and they'll buff killers as necessary.
I haven't experienced this in my survivor matches. Mostly I just see that I'm the only person working on gens, which if I then become the only person taking aggro and still no one is touching gens then I know to just get myself hooked and move on to a new match.
I mean... Technically that means you're playing way more efficiently, if you think about it 😋
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@Seanzu said:
Sounds coming from a survivor are precise, where as terror radius is omnidirectional, you mostly don't know where the killer is coming from except for when you have game knowledge you assume where he is coming from depending on where you are and the kind of loop you are in.
While I would LOVE for killers to have more accessibility I just can't see a feasible way to give it to them for chase mechanics without it basically showing where a survivor is on the other side of the wall, one thing (that I think DBD Mobile does) is gen progress for the killer without having to directly look, that's always something that can be looked into.
you can just have a visual indicator for sounds, it doesn't have to show their exact location lol
like someone else suggested in this thread, if you hear footsteps there could be a little indicator on your screen showing footsteps, maybe the direction they came from too
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Yeah, like the guy above me said, all killer instinct has a way of countering it built in.
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i would classify tunneling as going after someone within like 20 seconds or so of the unhook, or tunnel visioning on one guy until they're erased from the game, generally if they're dead at 3 or 4 total hooks that means you tunneled them
to be fair these things generally happen in tandem lol, if you're tunnel visioning one guy you're probably going after them right of the unhook too
of course, all bets are off if they're jumping in your face trying to get you to kill them lmao, and sometimes they're just not very good so they keep accidentally waltzing into you, I wouldn't necessarily count that either.
@Rulebreaker said:
For us its:
Going after the most recently hooked survivor despite there being another equally viable target without attempting to chasing another.
For examples:
A killer hell bent on chasing survivor A despite survivors B, C, and D taking hits, being on death hook, and running to deadzones is defiantly tunneling.
Survivor B who unhooked A is chased but then leads the killer to A and A goes back on hook is NOT tunneling.
Survivor A was unhooked next to the killer by B and Survivor B runs to the safest loop without taking agro (aka a hit) while A runs to a deadzone is not considered tunneling by our standards. (By dictionary standards it technically is but we consider it capitalizing on stupid)
yeah pretty much this
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@HungrySnek said:
Really thanks for this insane nerf guys. You did a pretty good job. You nerfed the most broken killer that she can't use exposed perks anymore. Now she is reeeeeeaaaaallllyyyy balanced :) Let's just forget the part that she still ignores the game mechanics and that someone who plays her for longer then 30 minutes can still win most games undeserved and that she got New broken addons now :D
You're welcome.
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@DashMonsta008XV said:
I guess Fortnite must be the scummiest game ever created then 😐
i mean, it does exist to trick children into spending way too much of their parents' money, so you have a point there even if you don't understand it lol
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@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325604#Comment_3325604
exactly. Speaking of my post, there's now a new Spirit,deathslinger,oni, plague Mori that the PHONE GAME has and not PC
sad, but maybe they'll add 'em to the real game later
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325627#Comment_3325627
i just say hunter axes.
i think that actually has more to do with lag/netcode than the hitbox, but yes i think the hitbox is also additionally pretty thick
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325607#Comment_3325607
there is a hitbox graphic about that. you have to look down. i dont say its right but its simply as that.
if the puke is phasing through the survivor then the hitbox is misplaced and it's a bug, so the original point still stands
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@Iron_Cutlass said:
No, I mean, think about it.
You can see the Entity Progression of a hooked Survivor, meaning you know when to return back to the hook and Camp to confirm a Hook State/Kill, yet BHVR never removes it because "it encourages camping".
You can see the Bleedout Progression of a Survivor in the Dying State, meaning you can basically just Slug a Survivor to death if you know they are already close to dying from Bleedout Progression.
Yet BHVR makes this odd case where seeing the Hook Count for individual Survivors will encourage Tunneling when it really doesnt. If a Killer is going to tunnel a Survivor out of the game, 99.9% of the time they are counting the Hook Stages anyways, it's not like it will magically change things to have an individual Hook Count for Survivors.
And again, there are other systems and information that Killers have that just encourage other "distasteful" strategies anyways, Im not sure why BHVR makes a special case for Tunneling (or ignores other systems). For me personally, it just makes it more difficult to space out hooks between Survivors so half the time I just accidently get a Survivor out of the match when I dont want to.
I guess they want to encourage tunneling, because anyone who is trying to tunnel already knows the survivor is about to die, but anyone actively avoiding tunneling might have forgotten how many hook states that person has, having been busy with the other survivors and all.
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@NerfedFreddy said:
Why can't survivors see gens auras? It you answer that question you figure out the answer to your question as well
...killers can already know what hook state you're on though by just keeping track, they know how many times they hooked you and they get a score event when you go to stage 2.
you really didn't think that one through did you? completely unrelated to the topic, nice try though
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@Shirtless_Myers said:
Why can't survivors see their teammates' builds in the pregame lobby? Why do killers and survivors get to see survivors' prestige level? Both lead to lobby dodging, yet one is far less beneficial than the other.
Not at all related to the topic, though nice try.
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@Nirgendwohin said:
you have to aim, so just look down.
i think you forgot to read the post you replied to
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@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324955#Comment_3324955
There's literally not even enough cosmetics roaming for that
not to mention they've taken the stance of adding shard prices for every non-licensed thing they can, including characters and legendary cosmetics
if they were going to implement lootboxes, they would be charging you for all of that lmao
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@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324122#Comment_3324122
LOOT boxes? why would that ever come about
Exactly
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@realflashboss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323783#Comment_3323783
Yea because killers move faster, have bloodlust and can remove survivors from the game. Exhaustion perks are more like just 'chance perks' where's the second chance to get away when there isn't a first chance perk
The first chance is properly looping and escaping the chase by yourself, the second chance is from your perk lol
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Record some matches until it happens and upload it for us
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@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322786#Comment_3322786
It's literally optional and apparently there's still something to complain about. Why would you want to see the same mori animation over and over? I want something atleast to work for at this point.
Yeah, for some reason he thinks cosmetic moris will magically make lootboxes appear in the game. Slippery slope fallacy.
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@yauniqua said:
No and mostly has to do with the match making and solo queue.
Survivors should be prevented against going against Killers with an kill rate over 1.
Killers who have 3-4 kills per match should be given longer queue times as to prevent them from the overwhelming and oppressive play styles (4 gen popping perks, etc).
this game was way more active and less obnoxious until spirit came out... that midchapter in july of 2018 with exhaustion really should have been the end of the fake nonsense.
instead, they doubled down on bo0st1ng rank 20 KiLLaH MaiNz and then introduced this bizarre MMR. The only person I know with LEGIT legacy (p1 Meg) quit a month after MMR was introduced. He comes back for like 2 matches every now and then and just leaves cuz of how ridiculous this game is.
I really hope you're trolling.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323380#Comment_3323380
Hs just said he wasn't going to reply lol
and?
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322786#Comment_3322786
If you don't like linked cosmetics, don't buy them! If you don't like mori cosmetics, don't buy them! If you don't like lootboxes, don't buy them! If you don't like exclusive auric-cell only perks, don't buy them!
It's a slippery slope that I don't trust BHVR to traverse. Let's just stick to outfits, no?
Besides, they're not needed at all. You will lose nothing by not having them on PC. In fact, I genuinely believe not having them is enhancing the experience.
It's clear you disagree with me, and that neither of us will change each other's minds. For that reason I won't be responding anymore and I recommend you don't either.
You gave the name of the fallacy and yet you still used it. Why would you even bother finishing the post at that point? Lmfao
"They're not needed at all" - okay, halt all production of all cosmetics, better yet, remove them all from the game. They're just not needed. 🙄
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@DarKStaR350z said:
IIRC there are changes coming to how killer adept challenges are handled, with Merciless Killer being attached to getting 4 kills and required to complete the adept challenge.
With survivor adepts being “escape using their 3 unique perks”, is there a reason killer adepts could not be something similar such as “kill all 4 survivors by any means OR no survivor escapes through the exit gates while using the killers 3 unique perks”?
From a survivor POV, there are lots of complaints about slugging and changing killer adepts to 4 kills will only increase this.
From a killer POV, it would prevent losing the adept challenge to the random hatch and possibly also DCs denying the adept.
I can’t think of any reason why this would be a bad suggestion and wondered what other peoples opinion on it is?
the whole theme of adepts is using only your 3 perks and doing really well so I don't see why it would just be any 4k
but i agree it should at least allow you to give hatch
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when you were using NOED were you hitting people who were already injured? practically every form of endurance only works while injured
additionally, did they turn white after getting hit? that's usually how you know they tanked it with endurance
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@Saiph said:
The grind was absolutely not worse before. That's what BHVR pretends, I don't know if they really believe that it's true or are just delusional.
In fact the update made it significantly worse:
- for new players, need to grind characters to lvl 50 to unlock their perks now, whereas before you needed only the teachable at lvl 30. Considering that the first 15 bloodweb levels are almost free, that's a 2x cost. Before you needed ~20 hours to get a basic build now you need ~40.
- huge nerf to BP offering drops now as you only get trash for the first 20-30 levels of the bloodweb, then you get some decent stuff and by the time you get maybe 1 bloody party then you have to prestige again. Same applies to items btw. It has become so bad that even long time players are running out of good items/addons while before most of us had 100+ of them. Now you see streamers run perks like residual manifest just to get a flashlight.
- As killer, the best and easiest perks are now mostly pay2win (Eruption, Deadlock and CoB specifically). BBQ does no longer give BPs. The BP incentives compensate partially for this but they depend on luck while BBQ was consistent and healthy for the game.
the grind was absolutely worse before, BHVR is telling you that because it is true.
- you don't get every teachable at 30, you only got one, meaning to get all 3 perks (which is what hitting level 50 gives you now), you had to hit level 40. Additionally, prestiging your character instantly shares all 3 perks to every single character you own. Before, you would unlock it as a "teachable" perk, which meant maybe, if you wished upon a star, you might find it in other characters' bloodwebs - but who knows, maybe it's the last perk you will literally ever see. Not to mention, you actually have to, you know, level up and get it, so even if you have maximum luck, you had to go through multiple bloodwebs to actually get the perks, whereas now it is simply added to your inventory. A new character comes out and I can prestige them that day, and they'll have literally every perk in the game tier 3 before they're even prestiged. Tremendous improvement, not to mention you can actually prestige without deleting a character's entire inventory now, lmao
- BP offerings are in fact most of what I see in the first 20 - 30 levels of the bloodweb, along with random brown and yellow offerings you can just blow past, because now, EVERYTHING in the bloodweb costs much less, and you get more points from matches. Higher BP caps, higher BP gains, matchmaking incentive, etc. Hitting level 50 is now easier and quicker than it ever has been.
- BBQ is from a licensed character you have to pay for, too, you know. There are plenty of really good perks you can get without licensed characters, such as Jolt, Pain Resonance, Discordance, every hex in the game besides Plaything, spirit fury/enduring/hubris/brutal strength, etc.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322645#Comment_3322645
Overall the changes have been solid. The forced prestige was the only miss in my opinion. Especially since they attached a BP cost to the thing they were forcing you to do. It's not a big cost obviously but it still seems silly to me.
Yeah, I definitely agree that forcing you to pay 20k BP for nothing is very annoying. If prestige was optional I could maybe see it, but still I don't see why prestige should cost BP, the whole point is you spent a bunch of BP to get to level 50 in the first place lol
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322752#Comment_3322752
It still doesn't change that I don't like it or the idea of selling new moris or God knows what else. Don't encourage BHVR.
Cosmetics should be the only thing purchasable.
A new mori IS a cosmetic, what do you even mean? It is literally a cosmetic animation, it serves no gameplay purpose in and of itself.
There's nothing wrong with selling new moris, if you don't like them then don't buy them, nobody is making you buy every cosmetic.
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322554#Comment_3322554
It's too long and flashy.
Moris in this game range from 7 to 14 seconds long, 12 seconds is par for the course.
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322554#Comment_3322554
It's too long and flashy.
Uh... it's not. Deathslinger's current mori is almost the exact same length, at 11.5 seconds.
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@NewPlayer100102 said:
You are Korea.
That was a good one.
I had to go look on the map to confirm that this was a compliment.
I don't get it.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322081#Comment_3322081
Eh, kinda. Survivors are gonna run anti camping and anti tunneling perks until those stop being 'efficient strategies'. Chase/exhaustion perks will always be popular. The perks may rotate a bit, but the gameplay won't.
I'd say killer meta absolutely changed. It used to be the mantra that 'gens aren't worth kicking', but now a lot of killers prioritize kicking gens over chases. Even info perks like BBQ were replaced by nowhere to hide or a fourth slowdown, so the entire build revolves around regression instead hooks or pressure. Both perks and gameplay have shifted there.
It is still regression/slowdown meta though, and a big reason you didn't kick gens before is because Ruin did it for you, a lot of people used Pop Goes the Weasel.
Man, I remember when gens weren't even kickable. This game sure has changed in 7 years lmao
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322086#Comment_3322086
I am actively against the mori animation itself first and NetEase second.
What exactly is wrong with the mori animation?
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322021#Comment_3322021
I don't like you or your opinions. NetEase is stinky. Final offer.
who cares about netease? the mori is cool
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I'll be honest, when you said "all gas, no brakes" I kind of expected something like BBQ+Lethal+Floods of Rage+Face the Darkness
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322071#Comment_3322071
Not for this extended amount of time though. 2 Months and they are taking their sweet time, 6 months and they are just being just being lazy. A year or more and they are actively going out of their way to not change the meta. There is a reason league has been and continues to be the biggest game in the world and it's due to their two week patch cycle.
League of Legends goes through years-long cycles of horrible balance too, though i.e. le epic tank meta, and IIRC they're confirmed to intentionally make characters overpowered to incentivize people to spend money.
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It's the same for both sides, survivor meta is pretty much the same as it was before the meta rework except Decisive Strike is replaced with Off the Record lol
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Survivor perk basekit: Kindred
Honestly it already is almost basekit for SWF. It really helps in coordinating those hook saves with randoms, and it's really nice to be able to see if the killer is camping or not (though, if it was basekit, they'd probably just sit just out of range... hmm, maybe Bond or something instead)
Survivor perk removed: Dead Hard
I don't think this perk can ever be balanced if we're staying with the design philosophy of essentially parrying the killer, and it's honestly just obnoxious to face.
Killer perk basekit: Deerstalker or Shattered Hope
Shattered Hope: I just don't think it's strong enough to deserve a slot, but at the same time it's really nice to have the choice, so maybe remove the aura reading and just give the option to snuff a boon or just stomp the totem entirely.
Deerstalker: One of the worst things is when you have 3 people dead and 1 person slugged and the hatch is closed, but only God knows where that person is, and they're hiding for their life (as if it's going to save them) so they just bleed out. It mostly just feels bad to see someone bleed out, you know after a certain point they obviously don't have unbreakable and it's just kinda sad, and all this really does is cut a few pointless minutes off the end of the match. Wouldn't necessarily need to be active all the time, just maybe activates when only one survivor remains. Maybe that would make Sole Survivor a bit more useful, who knows, lmao
Killer perk removed: Shadowborn or NOED
Shadowborn: This should just be a slider in the options menu, not a perk. C'mon.
NOED: Regardless of the role I'm playing, NOED just kind of feels bad to have in the match. As a survivor it can be hard to see coming and it really doesn't feel like you were outplayed at all. As a killer, it feels bad missing a perk slot all match, and assuming the game actually gets to endgame, it again doesn't really feel like those downs are deserved and feels kind of like a crutch. Though to be fair, I don't mind seeing NOED in funny endgame builds, like you see people make youtube videos about, or those builds that use 4 different endgame perks.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320555#Comment_3320555
No, having a reliable "get out of jail"-card that activates in situations in which you most need it, ie wounded and cornered, is the problem. All other exhaustion perks can be annoying in the right situation, but only DH can be used in any situation, be it in the open, or in a strong loop, greeding a palette to the max. The short time after 6.1 was such a giant bolder taken of my broad killer shoulders, when I had a survivor cornered, outplayed and closed up to them after a tough chase, I could just swing without second guessing, no strings attached, no "fufufu if you outplay them, but they DH, did you really outplay them?". It was such a novel concept and exhilarating ... but sadly it didn't last and now we are basically in the same situation as before.
The perk is nominally more fair then before and its grosses and most agrevating uses have been cut out, but now that survivors learned how to use it, its again the most used survivor perk and you have to take it into account in each and every chase, "baiting it out" instead of swinging. And its so tiering.
well yeah, the point being the speed boost gets you out of jail free
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@arcticgirl36 said:
One thing is for sure, DBD definitely needs a straight up vampire type creature. The master from the strain would be cool. I know especially as he is shown in the first episode of the series, he sort of reminds me of the Dredge appearance wise. Gameplay wise, I think the Strain might be similar to the plague as that is how they can transmit the worms. I think it would be really cool if survivors who became infected would eventually start losing their hair as they turn into a vampire and attack other survivors as they come under control of the master. The master could see through the eyes of the infected. I don't know if they have the game engine to support that sort of thing or if developers could code something like that
.
Yeah, it's honestly surprising there's not any kind of vampire in the game yet. No werewolf either, though realistically you could probably reskin Oni, his power would befit a werewolf I feel like (gain blood -> transform into werewolf -> giga wolf charge)
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@Pulsar said:
Honestly, don't know too much about vampires but the only two that I'd genuinely like to see are Part 1 Dio and Dracula.
Dio would be sick as hell
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Yeah, reminds me of a long time ago when you could sabotage Trapper traps and they simply would never come back, so if a decent player brings Saboteur, suddenly you're an M1 killer with no power at all.
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@Rogue11 said:
Weird I remember when only "dead hard for distance was the problem". Squinting hard watching those goal posts moving off into the horizon.
yeah, it's strange actually, dead hard giving a speed boost was the problem then, and it still is now despite the rework
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@Mr_K said:
2023 and people are still bewildered by map makers.
i wonder why, in 2000 hours i've seen it maybe twice ever
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320541#Comment_3320541
So you think bad behavior shouldn't be disincentivized somehow? Should either be an escalating matchmaking lockout compared to rage quitting and/or hidden matchmaking parameters that matches suiciders with other suiciders.
When you suicide on the first hook you are throwing the match for the other survivors left in the match.
if you match a bunch of ragequitters together then killers just get random matches they don't get to play lol
also incentives to do something else are generally better than punishments