MDRSan
MDRSan
About
- Username
- MDRSan
- Joined
- Visits
- 2,566
- Last Active
Comments
-
Can't have valid feedback and criticism being indexable by Google - need to hide it all behind some Discord server that was never designed for that format in the first place. Reddit is hilarious - good luck moderating that without a company controlled banhammer.
Seriously, is it that hard as a company to just run your own forums? I mean, where are all the boosted killers going to go to whine about survivors despite low escape rates now? Oh wait, there's already a subreddit for that. Nevermind.
-
The only good reason to nerf something is if it's overpowered or otherwise unfair for the other side. Anyone claiming WoO is either of those things is just being ridiculous.
-
Overall this whole thing feels like they started with killer complaints and improvements and then by the time they got to looking at survivor focused improvements they were up against the PTB deadline so they rushed some number updates so survivors at least got something other than a bunch of nerfs. Either that or they legitimately only listen to killer players and content creators.
Even the dev notes sound forgiving to killers and hostile to survivors. Survivor perks synergizing with each other is apparently a big problem and 'limiting design space' meanwhile killer perks synergizing with each other, killer powers, or killer add-ons is fun and adding variety. In the few instances where killers did get a nerf to a perk working with their power, like with Dissolution/Feral Frenzy, their dev note language is super soft like they need to coddle them into accepting the nerf.
Overall no real new builds for survivors to try out while a couple existing survivor builds got nuked. All this while killers are getting handed a bunch of new toys while they're already performing well. Enjoy your queue time folks - you've earned it.
-
@Lavoonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117467#Comment_4117467
It's crazy to point to whispers as an example of a massive buff, 5% haste when 24 meters away from any survivor is gonna be very hard to notice, over a distance of 100 meters it's going to get you there 1 second faster.
Imagine there was a survivor perk that gave survivors 5% haste with no conditions beyond being 24 meters away from the killer. The harmonized whining of the killer community would deafen us all.
-
Location pings would make a lot of the chat wheel make more sense to me. Things like Boon! or Hex! don't really mean anything useful without location info. From audio cues or HUD icons I already know there's a boon or a hex up - what I don't know is where.
-
There are plenty of loops where dropping the pallet means it's time to go - are those pallets supposed to be killer resources now? Or are survivors supposed to keep running around those rock + pallet + birch tree loops after they've dropped the pallet?
-
Inspector Yoichi's on the case.
-
I've been having regular, reoccurring ping spikes but not graphical stutters. It usually rubber bands me back a tiny bit, lasts about a second and then I'm back to normal ping. I have no idea if it's the update or just my internet deciding to be janky starting around a time that coincidentally aligns with the update though.
-
No need to change Judgement really. This could be fixed by having survivor perks activate on gaining a hook state rather than being hooked. (I don’t want to hear about Shoulder as something that would break that. If someone wants to give themselves a hook state just to activate Dead Hard or Decisive Strike - fine, who cares?)
Killer perks aren’t as big of a deal comparatively since they can always choose to hook vs. exile/cage if they want to activate associated effects. Scourge hooks would still need to be scourge hooks - there’s not really anything that can be done about that.
-
@Nazzzak said:
It's not coming. They've confirmed this. They won't be addressing tunnelling at all
Yeah. All those scawy survivors 'weaponizing' 5 extra seconds of endurance though - apparently that's worth immediate action. As if survivors aren't dying enough.
-
I personally only ever play solo queue so that's where my feedback is coming from. I play about half and half killer and survivor but lately have been leaning survivor because of queue times.
The sort of commands and callouts that exist on a chat wheel are really not going to tilt game balance in any sort of direction. This isn't going to be bridging any sort of SWF - Solo Queue gap if that's what people are thinking.
SWFs with comms can call out where the killer is chasing them, not just THAT the killer is chasing them (something the HUD already says anyway).
Asking for a heal doesn't mean anything if I don't know where you are and asking for a heal right in front of me can already be accomplished by being wounded and tbagging at me a couple of times. Want to thank me? Tbag. Apologize for blowing a skill check? Tbag. It's a multi-functional, universal emote.
I'm not even sure what to do with things like 'Help!'. Help with what? Where are you?
Things like 'Split Up!' or 'Repair' are going to have me rolling my eyes and wondering why some random I'm never going to see again thinks they're the boss of me.
'Going for Unhook' might be handy if someone isn't running kindred.
Personally, the only things I wish I could communicate to teammates that I can't already that are simple(ish) enough for a chat wheel are things like 'Killer is camping and I won't be upset if you don't bother trying to unhook me'.
-
@SpyUA said:
In 10 seconds it's always possible to get to a pallet or a window, with elusive if the killer was far so they can pressure gens then they will struggle to find the unhooked survivor and if they are close then other survivors can do gens and one can unhook after 50 seconds.
The issue with 15 seconds is how often it was abused, I can tell you so many times when the unhooked survivor was protecting the unhooker with no hooks or less hooks and then when I tunneled to punish them, they were complaining about me tunneling.
All endurance is is pretending you got a health state back for a limited amount of time. I'll never understand folks who act like it's literally impossible to take a swing at someone with endurance. They're not invulnerable - just hit them. Poof, no more endurance.
'Oh, but they'll get a speed burst' some might say. Ok, so the solution is to waste 10+ seconds glued to their back waiting it out? No. I'll say it again - just hit them.
If someone is acting particularly aggressive with unhook protections then they're fair game as a target. Problem solved, all without having to change game mechanics.
-
Don't worry, killer players are getting their binkies in a hotfix. No need for alarm.
-
The only time I personally ever ran Vigil was when I ran into a string of killers with Mindbreaker or similar and got sick of just accepting that I'm going to be blind and exhausted half the game if I don't want to be useless. Now it's just a dead perk to me.
Given that Vigil has existed all while they've been releasing killer powers and perks that inflict these status effects does this mean they're now going to go back and take a look at how spammy and obnoxious some of these can be? No? Then this is just a hand out for killers since they were obviously balancing for the existence of Vigil before.
Whatever. Killers will find something new to whine about next.
-
I mean, one way to stop worrying about a perk's balance is to make it so niche and useless no one runs it so mission accomplished I guess.
It's been mentioned that Vigil does too much. Ok do you expect survivors to be psychic and know which statuses and debuffs they need to counter prior to a match, rely on luck and guessing, or just not counter them at all and accept that killer applied debuffs are some privileged thing that don't get to be countered? It really has to be one of those 3.
-
I do wonder how elusive off hook is going to play out when it comes to heals.
- Heal under hook and you're healing under hook - something you obviously don't want to do if the killer is tunneling.
- Run away to heal with the unhooker and now you have scratch marks and someone potentially giving aura. Not your scratch marks or aura, but they're still leading straight to you.
- Run away alone and self-heal (provided you can) - boom, conspicuous action. No more elusive, endurance, or haste.
- Run away alone and don't get healed - the only option that preserves elusive while using it in a way that serves its anti-tunnel purpose.
So survivors give up 5 seconds of endurance and haste and in exchange they get 10 seconds of a status that's useless if they want to heal? Ooowee, what a deal.
-
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101724#Comment_4101724
How can things be abused that are usually canceled within 2 days of PTB announcement based on fearmongering by streamers that primarily play killer. What actual anti tunnel option has even made it to live servers?
Also, how can elusive be used hyperagressively? Hyperaggressive hiding?
They're breaking LOS…. menacingly.
-
I honestly thought they were going to do something with that as a last surprise. I mean, it was a hundred million matches right? Like, am I crazy here - doesn't that seem like a lot?
That's kind of been my vibe about most things in this anniversary though - constantly imagining something else is going to happen because that can't be it, right? That was the big deal?
-
The irony of a rocker zombie with a guitar being quieter than a humming Russian lady is kind of amusing.
-
@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099310#Comment_4099310
Ya im actually im actually in higher mmr the game is objectively survivor sided but because survivor suck so bad at this game and just give up and go next the data doesnt show that. If yiu really think thid game is killer sided your hust showing what yiur true skill level is. Go look at comp they have to ban so much from the survivor side to give the killer a chance in un restricted matchs sirvivors 4 outed and killers never even one there was a single tie and that was from the best Billy player on hid best map and he had to hard tunnel them out. Survivors objectively have more tome to do there objectives them killer sense looking at the numbers it takes 340 seconds for Survivors to do all gems open gate and leave whole it takes kilelr 600 second with 30 second chases to kill all the survivors. You just do not knlw this game well or dont understand data like the devs dont if you think this game is killer sided. Numbers are my thing and extrapolate data from large models for life and death decision for 6 years and I can tell you ad a professional the devs of this game do not understand there game they cant even understand why people get slugged the most on game one of the most pallet filled maps in the game.
Assuming your 340 to 600 second numbers are accurate for the sake of argument:
Regression events never occur? Survivors never spend any time healing? Survivors never spend any time unhooking? Survivors teleport directly from generator to generator? Killers never push more than one person off a generator at a time? Hex totems that need cleansing never exist in matches? Killers can't apply pressure to a generator without fully committing to a 30 second chase on the survivor?
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099193#Comment_4099193
Yeah but did you know you might get the hatch? Some matches will only be 3ks. Be grateful that there's a key somewhere on the map that you might find in time.
I'm genuinely starting to wonder if people think the game should be designed around the killer winning every match and the goal for survivors being maybe one final girl type of escape and some points.
I'm genuinely starting to wonder if people think the game should be designed around the killer winning every match and the goal for survivors being maybe one final girl type of escape and some points.
Altruism gets me killed enough that going in with the goal of sandbagging might be interesting. Killer's chasing me and another survivor? Well here's a pallet to the face Mikaela - Tae-young out!
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098909#Comment_4098909
In the fighting game community, you would get laughed at for complaining about that, and rightfully so.
I suggest reading the free ebook by game designer David Sirlin, Playing to Win. Here is an excerpt from the book:
The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.
Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.
In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.
You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.
Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.
A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.
I personally don't like farming my opinion making and thought process out to 3rd parties but since you seem to have chosen this particular individual to hold up as someone to listen to then might I suggest you listen to the points he makes in "Love of the Game: Not Playing to Win"
But what happens when a mysterious player out of nowhere shows up with that “sucky” character, and shows everyone how good that character really is? That other character you were messing around with might be just the thing you need. Too bad you didn’t explore that, you were “playing to win.”
Too bad player x never developed broad skill at playing the game, they were off being a one trick tunnel pony because they were "playing to win". This actually demonstrates perfectly why some killers lost their freaking minds when anti-tunnel was on the table and describe Shoulder the Burden as an overpowered perk. Tunneling is literally all they know how to do because they never bothered to develop skills in any other aspect of the game. We might want to revisit the definition of "scrub".
All of this is mainly if you need some sort of sociopathic argument as to why you shouldn't rely on one trick cheeses to win your matches. Personally I just think the author wants to use whatever cheap tactics he wants but doesn't want to listen to anyone call him out on it because he's a snowflake.
-
@coldflame said:
i keep getting games where survivors hard tunnel by staying on the same gen until it's finished instead of doing a third of the gen and then moving to a different gen
I'm sure that gen really feels bad about that. When that gen queued up I imagine it was looking forward to engaging in some gameplay in a full match instead of being focused out as quickly as possible. Won't somebody think of the gens' gameplay experience?
-
I have had exactly one match since its release where I suspected it might have been in use but it turned out it was just Lucky Break. If it's been used in any matches against me it hasn't made enough of a difference for me to notice. People going literally invisible during the event - that'll get you out of chase with me. Going elusive? At least not often enough for me to remember a single example of it happening.
-
You are aware this is clipped from a match where he went on to 3K + hatch, right? My guess is no given how you think this is some gotcha about how overpowered survivors are in the event.
Yes survivors have some fun toys this time around. Yes, it is probably affecting overall escape rates to at least some degree. No, it is not a face roll, IWIN button for survivors. I'm still winning plenty of killer matches myself. Survivors having some fun this time around is not a big deal.
It can just feel more frustrating in some matches because when a team that was skilled and coordinated enough to provide a challenging game to you in the first place uses the mechanics effectively it just amplifies things. If they weren't likely to win in the first place it doesn't suddenly make them steamroll you. Just play the game guys - it's not that bad.
-
"This year the number of 'guaranteed' Toothy Tortes appearing in the Bloodweb per Prestige is slightly higher than the number of 'guaranteed' Coconut Scream Pies that appeared in the Bloodweb last year."
I think the word 'guaranteed' is doing a lot of work in that statement. They know they're being disingenuous and missing the entire point. If you used to be guaranteed a single pie every 10 levels but had a 70% chance of getting an extra cake every level in between and then they changed it to just a 1% chance for the in between levels they could still technically make that statement.
It would be condescending, entirely missing the point, and insulting to the player base but it would be technically true.
-
The current rate is slightly higher than for last year's Event? What? Do you folks really think this or do you know it's not true but don't realize we also know it's not true? At best, rates are a bit less than half what they used to be.
This isn't meant to be any less of a celebration? Again, what? What exactly is this anniversary about then? Opportunities for monetization? You've announced plenty of those. An in person event a lot of well off people can fly out to? Wooooo. The graphical update that might as well be next year's anniversary announcement?
Cakes have always been the highlight of the anniversary event. Something simple, completely free for both BHVR and the players - a fun little thing to work for and you guys have managed to completely screw that up for the 10th anniversary. If this is a sign of things to come then thanks for the heads up. We all now know we can just go next on the 11th anniversary because who cares?
-
I absolutely agree - the game is clearly survivor sided. That infernal hatch mechanic absolutely ruined my Jason stats. Frankly, I think the escapees should be forced to write me a letter of apology.
-
@Jay_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095129#Comment_4095129
If you cared to read the entire thing im saying EVERYONE is saying it. And yes if the top players and members of the DBD creator program are saying it then yeah i believe them more than a random guy on the internet trying to say the oposite. bottom line is its undenyable what this event is.
Everyone you say? Did you take a poll? I'd be very curious to hear just what EVERYONE is saying.
It must be nice to outsource one's thinking to content creators - not a choice I would make myself but you have fun with that. I personally prefer to make my own observations and formulate my own thoughts but again, you do you.
If you'd bother to read the post you're responding to you might notice I did acknowledge there are more toys for survivors in this event than killers. That is so rare for this game that for a limited time event, you know what, it's fine. The sky isn't falling. Get over yourselves killers.
*As an aside about blood moon:
Blood Generators are not, at all, superior to regular gens. If full blood canisters magically teleported themselves into survivor's hands as they stood at the blood generator ready to fill it up then maybe. I don't know if you played that mode but if you had you might have noticed it doesn't actually work like that. You don't get to just ignore all the time it took to run to a blood pump, fill the cannister, and run it back to the gen. If you'd spent that time just sitting on a normal gen it would easily be done in the same amount of time, if not faster.
-
@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095575#Comment_4095575
I Because gasp they have done Blood Rushes during every anniversary ever?!? Name one they haven't
Why? Did I say they didn't somewhere? Are you confused about something? You sound confused - is there something I can help you with?
They've handed out nice amounts of cakes in the past too but it seems they can't be bothered to do that this time around. What makes you think they'd be bothered to run a bloodpoint boosting event? Tradition? You mean like the tradition of not being stingy with the cakes? That tradition? Yeah, that seems to matter huh?
-
For me at least, cakes are the whole point of the anniversary. This is especially true on years like this where every other announcement is just something else to buy or for things so far out they might as well be part of next year's anniversary announcements. Being stingy with the cakes has really dampened my joy over the whole event.
I'm certainly not going to be going into the 11th anniversary caring about much of anything because we know what to expect now.
-
@ForTheEntity said:
We can still easily earn on average more than 3 cakes per match as survivor and more than 5 cakes per match as killer, so it's really not that bad. It's just not the 10+ cakes per match they somehow gave us during the 8th anniversary. It's just that now if you spend a single Saturday playing DbD you'll still come away with a decent amount of cakes and not a lifetime supply.
It wouldn't be so bad if the event were actually fun to play, then more people would be playing than taking to places like this forum to complain about everything.
Hopefully they give us a Blood Rush or Feast to help.
Why would they activate a Blood Rush or Blood Hunt if they won't give out cakes at the usual rate? Just give out cakes at the normal, expected anniversary rate - problem solved.
-
@Jay_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093905#Comment_4093905
Blood hunt/blood moon its all the same thing mate. Your splitting hairs to try and win an unwinable arguement. You will never win the argument trying to deny that this event is anything but survivor sided as the forums blew up saying it, All top 10k hour streams are saying it. If you actually played killer once in a while you would understand but from all your comments its very clear that you don't.
Well if all the top 10k hour streams are saying it I guess it's time to shut our brains off and let our opinions and thinking be outsourced to some parasocial randos, huh?
Yes, survivors got more toys and things to do in this event. Historically, anniversary events have been very killer sided so I can at least recognize that it's nice survivors got some love this time around. It's not like every survivor team can just stumble and fall into a win though. Playing killer, I've had a handful of very frustrating matches against teams that played very coordinated and took full advantage of the event's mechanics but by and large those aren't the matches that are happening. I've had my but handed to me as a solo queue survivor plenty of times and have 4k or 3k + hatch as killer plenty of times. I got a 4k with hag yesterday - hag!
If you really want to faceroll your way to victory, use the poisons and play Bubba. I have yet to lose a single match where I ran that. I just switch to other killers because eventually it starts feeling cheap not having to try.
-
@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094782#Comment_4094782
Yes it does to me it feels actually less annoying to inch worm on the ground then have someone hide from you while you play walking simulator when your queue times are already 5 minutes. Sorry I dont care if I get slugged because ow look I can just abandon and go to another hame to keep playing but jf a survivor wants to hold the killer hostage for end game collapse he can just go next he has to walk around the map looking for the hiding person or waste time stting and letting the timer run out. All this is about is respect. My tome is respected on survivor why isnt it on killer.
How did you lose your slug in the first place? If you want to slug for the 4k then you're bringing that on yourself. Just hook - problem solved. If you want to surrender then why did you bother downing them in the first place? That's what abandon is - a surrender.
-
@Slurp_Ramen said:
if survivors get to abandon to not give killers the satisfaction of a mori/hook, killers should be able to abandon to not give survivors the satisfaction of watching them leave.
There’s no good reason for it not to be implemented.
I saw someone say “because adepts”. But my counterpoint is they can make it count as an escape as to not mess with adepts, this also would have to be implemented for challenges and such that require escaping, the ONLY problem I foresee is hatch escape challenges and some challenges where you have to stay and let other people leave before you, but they’re so far a few between they shouldn’t hamper a QoL change like this.
You're saying the quiet part out loud there. Killers don't care about moris so much as they care about their ability to use them to rub salt in the wounds of a defeated opponent. Guess it's not satisfying unless you can force someone to watch what you're doing to their avatar, huh?
I maintain the same stance I've had on this for a while now - I don't think it should be implemented but if it is, a killer abandon must function exactly the same as a survivor abandon. It shouldn't abruptly end the match for everyone else and should count as a loss for the killer in the same ways a survivor abandon counts as a loss for that survivor. Abandon is surrender.
Personally I don't think it's the same situation since I have a lot more agency as killer than I do as survivor in pretty much any situation. If I'm a killer I can force survivors to either leave or give me more kills. I could go break some doors and pallets or spam my power for bloodpoints. As a survivor I can inch worm around on the ground as a slug I guess? Does that feel like the same situation to anyone?
-
I literally got into a situation yesterday where I couldn't play whatever killer I wanted AND bring a cake because I couldn't earn a single cake fast enough on any given killer from one previous match's worth of gains. I had to limit myself to killers that had pies or cakes left over from previous events before the pie economy became incredibly stingy. Happy 7th anniversary I guess.
This all feels incredibly lame. Here's a bunch of announcements for things that are just opportunities for you to give us more money and half the cakes we usually give out. Woooo, anyone else hype.
-
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093922#Comment_4093922
I know it's even harder for you to understand but people with fixated don't move at running speeds.
Could you imagine? Bloodlust just wouldn't exist because chases couldn't start. It would be THE meta perk.
-
I personally like the ricochet/spray mechanics of regurgitate. The one thing I don't like about her is how miserably slow head vaults feel. The ability to vault pallets in head form has changed from feeling like a beneficial mechanic to feeling like a mechanic that works against her in chase. It's so slow I wish head form could just break the pallet since stupid filler pallet loops can become effectively infinites for survivors if you don't come out of head form to break it. Between the long wind up to the head's lunge and the slow vault you just never catch them.
Head form just sucks against survivors that are effective loopers.
-
Counterforce, a single survivor perk countering an entire killer build - is that the message here? So, counterforce nerf when?
-
If the perk deactivates because you are running and clipped a tiny bit into the killer's field of view thus starting a chase then I really don't see the point of it anymore. If I'm able to evade the killer enough that I'm not in chase then I may as well just keep evading them rather than burn a perk slot on something I just demonstrated I don't need in the first place.
Remember, this is all in context of a perk you have to be following the killer to activate; it doesn't turn on from halfway across the map.
-
I'm sure they could at least do a generic summer camp map just like Haddonfield could be replaced with a generic suburban neighborhood map. It's probably a matter of not wanting to poke the bear when it comes to licensors or ex-licensors.
-
@TropesDaMan said:
dead hard for distance
Dead Hard that works on anything short of perfect ping.
-
The thing is crouch walking can often times not be that effective of a counter so long as any progress is being made in the match. When I'm playing Jason and I see a generator moving, it doesn't matter if I see red mist, footprints, or nothing at all. I know the generator isn't doing itself. I come out of OE, inevitably see someone crouch walking away in an almost comical sight, and go whack or harpoon them.
That's the part no one mentions when they say crouch walking is a counter. It's not by itself - you also have to not be progressing the match in any detectable way.
-
That sounds like a bug. You should have been able to do the quick mori if he was death hook and he was pinned to a wall (even if it was the invisible, exit wall).
-
@MilkToast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090010#Comment_4090010
Ah so by making Killer a miserable experience so nobody would want to suffer playing this event
Not that I'm agreeing with your assessment that the event is going to be miserable for killers but assuming the premise is even partly true, why not? Survivors have just had to suck it up across multiple very killer sided events in the past and they still queued up for the blood points. Killers are too good for that?
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089755#Comment_4089755
I haven't seen a single person put him higher than A- at most, with the vast majority putting him high B.
In fairness, tier lists are arbitrary and opinion based. If a killer has an 80% kill rate but a streamer says they're C tier are we all supposed to pretend they're weak? Tier lists are reductive and don't really count for anything.
-
Perhaps they could remove the hinder from Jason's spear then if we're worried about consistency.
It's not like we're just trying to get other killers buffed right? Right?
-
Slugging for the 4k is obnoxious - it just is. Whether you like hatch or not, it's supposed to a part of the game. When I play survivor I'd love to cheese my way out of having to deal with match mechanics that benefit killers - unfortunately it seems killers are the only ones that get that privilege.
You want to go for equality across roles? Turn off AFK crows when there's 2 people left and one of them are down. The killer wants to waste 2 peoples' time by slugging for the 4k? Let survivors waste their time right back. If the killer doesn't want anyone's time to be wasted then might I suggest they suspend playing like a jerk and simply hook the person they downed.
-
@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086529#Comment_4086529
i mean you kind of have to "doom post" to make it very clear the perk is problematic if it stays as it is right now and the only way that would get changed to be different on full release is if its discussed….
like….you do know thats the point of the PTB right?……right?
I'm pretty sure they'd have stats or observed matches showing how it performs. Those are probably better than a bunch of people competing against each other to see who could shout the loudest about how a perk is overpowered while it's busy not having an objective, measurable effect on anyone's escape rates.
-
I personally tend to agree. The reduction to 4.4 can feel pretty rough on Trickster when survivors pre-run or can break LOS effectively with the map + tiles that have been randomly selected.
I've also noticed an increase in how frequently I run out of blades mid-chase compared to pre-rework. Not all the time, but with enough frequency that I'm noticing it happening.
It's like they've dialed up the likelihood of needing to go for M1s from multiple directions while simultaneously making them comparatively harder to get.
Post rework I generally go into Trickster matches assuming they're going to be a slog which is a shame because I really don't feel that way about any other killers I commonly play.
