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MDRSan

MDRSan

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MDRSan
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  • Looks way better than the newborn we got in that film (A4). Big yeesh there.

  • Has it occurred to you that perhaps survivors role in this asynchronous game inherently requires these types of perks to be balanced? A bear only needs to win one chase with unlimited retry opportunities where its prey needs to win every chase.

  • Honestly, when I’m on survivor and go against a Sadako (since the update at least) my goal for the match is preventing a mori, and gens come second. If I don’t keep those priorities I end up getting mori’d and gen progress is irrelevant anyway. I could be on death hook but if I’m in a situation where I will get downed but have enough time to remove condemned I’m taking the trade. There might be some degree of spitefulness in that decision but it is what it is.

  • I can’t tell if half the comments in this thread are serious or just trolling. Windows isn’t OP any more than basekit gen auras are for killers. Of all the perks I’ve seen people complain about making matches difficult for them, this one is probably the most ridiculous.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513969#Comment_3513969

    Do you notice any disparity between survivor and killer “comeback perks?” All of those killer perks you listed are awful/borderline unusable. That’s not true of the survivor perks.

    Do you notice any disparity between those things in survivor’s and killer’s hands? Like, of the - one’s a weapon, the other’s a flashlight variety?

  • @M1_gamer said:

    im just wandering how people can get to p100 so dam fast lol. i havent even gotten my mains to p20 lol. Both are currently p12

    Playing a mix of survivor and killer helps. Really, playing killer only would be optimal - bloodpoints are way easier to earn in higher quantities per match as killer.

  • @ThatRedPyramidThing said:

    It's not you.

    Yesterday every single match I played as killer I got gen rushed and ended the match with 0 kills about 3 to 6 hooks and the match lasted about five minutes.

    This event is showing that survivors when they actually do gens cannot lose. The only reason survivors ever lose is because they choose not to do gens.

    Most kills happen during the egc and drastically inflated kill rates

    BHVR needs to look at how many games have all 4 survivors alive when the fifth gen is popped. Because it's most games.

    Survivors hate hearing the truth. Killer is not op. Your team just didn't do gens. Survivors get mad at the killer but it's their teammates not doing gens they need to be mad it.

    But this even proves ALL the power is with survivors when they actually do their objective.

    Granted if the only hooks that were done were after the last gen popped that wouldn’t feel super great, but I’m pretty sure a kill during a match is a kill. Is there a reason when the kill happens is cause for concern? Is it important to not just kill the survivors but make sure they achieve the lowest score and blood point reward they could possibly get?

    Anecdotal data point #2, my killer games have been pretty much the same if leaning a bit more toward 4King on or just after the last gen. Only 1 out of all the survivor matches I’ve played across the past few days have had all the survivors escape. There was a good chunk of 4Ks in there as well.

    Killers hate hearing the truth. If they stop spending most of their time on things that have no impact on whether survivors stay on gens and actually strategize to create gen pressure, they’re perfectly capable of killing all the survivors. Unless there was an update that makes a survivor doing a gen invincible that I’m unaware of, of course. 😜

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512996#Comment_3512996

    Right, so top players in Street Fighter and all fighting games are just lucky and luck their way into making thousands of dollars. Guessing/reading is a skill. Predropping a safe pallet is devoid of all skill.

    I also disagree that pallets should favor a survivor. If anything, since dbd is a 4v1, the killer should be favored in chase/at pallets. I’m pretty sure the devs designed the game with this in mind, which is why killers are faster. Unfortunately, that doesn’t matter at safe loops.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512966#Comment_3512966

    An unsafe pallet is a pallet that is too short to loop around and the survivor has to get a stun to win the scenario. This is how the game should be designed. Imagine trying to insult someone while revealing your lack of knowledge in the process xD.

    The devs also designed the same loops you're now calling unfair so clearly them favoring the survivors is a fundamental part of the game's design. You also seem to be analyzing game elements in isolation when measuring which side is 'stronger'. For example, killers don't have to sit at stationary targets for minutes at a time while vulnerable to attack and having their progress reverted. Killers can't be killed, harmed, or arbitrarily stunned unless they walk into an environmental hazard that survivors can activate.

    Predropping a safe pallet is a choice, like anything done in this game. Do you know who the killer is yet? Do you know how well they loop? It's not a default, always do this action.

    Mindgames require giving the other party misleading information, withholding follow up information, and hoping they guess what you're doing incorrectly. Yes, there is skill involved in pulling it off. You must also acknowledge there's a good deal of random chance involved as well. At its core, it relies on guess work. How fair do you think that would feel to the other side if every tile was like that? Outmindgaming someone is just a grandiose way of saying someone faked someone else out or they correctly guessed the other party was trying to fake them out. It is not the end all, be all of skilled play.

    This talk of there not being counterplay to strong pallets seems to suggest the mere presence of a pallet or strong tile means you aren't getting a down. Given that infinites were removed the only way a killer won't get a down on someone they're chasing is if they chose to stop the chase themselves. That's not necessarily the wrong choice depending on the circumstances but it's not a situation where one can just throw their hands up and say - welp, this pallet just caused a 4 man out. There is not a single pallet in the game that can make a killer lose a chase all by itself. Break it and continue on to down the survivor you're after if downing that one person right then is what you want to do.

    Perhaps you can explain how, if all strong tiles and pallets were removed, survivors would stand a chance of surviving long enough to have a realistic expectation of escape?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511437#Comment_3511437

    Yes you can wait in shack. (Again, i should really just take a clip the next time i get survivors doing this stuff)

    Jungle gyms are very unfair when the pallet is dropped. Just camp it if you feel the need to play safe. Where are the long tiles on coldwind fair? Where is the snowmachine on Ormond fair? Where is amost every pallet on the game fair?

    The snow machine, the long tiles, and pallets are there for the benefit of survivors not the killer. They're meant to be more useful to survivors. They're in the same category as a killer's weapon - they're a tool for one side to use against the other. Killers kill so their tool supports attacking. Survivors run so their tool supports building distance.

  • @Pluto_1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511372#Comment_3511372

    In my 900 hours as killer I have NEVER seen an instance where a survivor was going out of their way to make sure I have fun. And I'm not talking about farming games (those can be fun too).

    What does that even look like? When I'm swinging an ax at your head, how do you communicate to me that you aren't having fun but you want me to have fun too?

    When I'm playing survivor, depending on how the game went sometimes I'll try and motion over a killer toward the end and point at a hook so they get some points too. Especially if there were streamers or event cakes burnt. Or waiting at the gate so they can get some deviousness or brutality score events in by hitting me. I don't t-bag or anything.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511256#Comment_3511256

    do you need it to be transparent to be able to understand where the killer is?

    https://www.youtube.com/watch?v=TWXZLLXQyJs

    it is very easy to see enough.

    Exactly where the killer is at all times, their direction, and current actions - anyone who isn’t a psychic, yes - opaque walls can present an issue in some circumstances. Quite a few were shown in the video you posted despite it being clearly choreographed for demonstration purposes.

  • @pseudechis said:

    This is exactly how you should play.

    To the people here attacking this point of view its a game. Stop taking it so seriously.

    Bellow is a prime example of what I mean.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510363#Comment_3510363

    Its possible to be a very mean killer in game and play to be as nasty a character as possible and still be a charitable caring and reasonable person out side of the game.

    Just as its possible to be an obnoxious survivor and still be a genuinely nice and un-obnoxious person in real life.

    Half the griping on these forums would be rendered mute if players just stepped back and realized this.

    The thing is, being nasty or obnoxious doesn’t get a pass just because it’s in a game. It just means the reaction should be commiserate with what it is. Post game trash talk or complaining on a forum is hardly some huge reaction.

    Frustration is an emotional response. It usually doesn’t help that particular feeling to be told it matters so little to others that you shouldn’t even express that you’re frustrated.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511111#Comment_3511111

    In loops, killer can moon walk, suddenly changing the direction forces survivor to react on time, or not enough time to make it to a pallet.

    https://us.v-cdn.net/6030815/uploads/XBNEUFZC19FN/image.png

    Consider killers have higher speed and Bloodlust.

    Its weird to complain about the base mechanic since the game release.

    This. Mind games aren’t how you catch a survivor, they’re a way to catch a survivor faster. If killers could loop as effectively as survivors, they would need to be nerfed to be only as fast as survivors. Otherwise kill rates would be even more lopsided in favor of killers than they already are.

    If there was something as fundamental as looping or tile design with significant unbalance in the game, killers wouldn’t be doing as well as they have been in the latest released stats.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511128#Comment_3511128

    Super safe loops shouldn't be a thing at all.

    Autohaven has a very huge problem with the way the tiles are, they are tall enough to prevent a ranged killer from punishing a survivor, but low enough that a survivor can see the killer because 3rd person cam lets you see OVER the tile , not to mention the autohaven tiles having gaps that lets you see the killer trough them and renders mindgames once again, useless.

    Casual reminder that BHVR acknowledged that being able to see over tiles is inherently an unfair advantage when they patched out stretched resolution.

    Incase anyone needs a autohaven JG refresher : https://youtu.be/bqnUTJcNe78?t=376

    BHVR said being able to see over tall obstructions or many obstructions for a considerable distance is an unfair advantage (along with revealing Ghostface over walls). You yourself mentioned they patched this out - I’m not sure what your complaint is then.

    Being able to see a handful of pixels worth of information every few meters does not eliminate the ability to mindgame any more than vibrant survivor scratch marks prevent survivors from ever breaking LOS and losing the killer. It makes it harder. It reduces the number of situations where it might be effective. It doesn’t altogether eliminate them.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511141#Comment_3511141

    They do remove the abliity to mindgame. Please take a look at shack.. Whats there to mindgame? The killer is visible from all sides. Same with the tiles i mentioned. Long tiles on cowshed are not open for mindgames. Do you know what a mindgame is?

    Of course I do but I also know the shack isn’t a greenhouse with transparent walls. You can’t see the killer wherever they are regardless of their position. There are some small holes, yes, but that’s hardly an unobstructed 360 view of the entire shack perimeter.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511128#Comment_3511128

    I would say, that the long side of shackl could be closed up to not have clear vision on the killer. In that case, the killer had a chance to mindgame and get a hit if played right.

    Please dont get me wrong but do i get it right that you want the killer to have no counterplay at these tiles?

    No, I just think those tiles are meant to be used to extend chases not shorten them. They don’t prevent the killer from getting a down and don’t eliminate the ability to mind game - they just favor the survivor. There removed all the infinite loops in DBD so if you want a survivor dead, it’s only a mater of how much time you want to spend on it. The point of these tile configurations is to force that choice as otherwise, what can a survivor do?

  • They’ve been stuck playing in solo a matches for a few weeks straight now. I doubt they even remember what Ok feels like.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511098#Comment_3511098

    "environmental awareness" already exists via Sound like the terror radius and chase music , killer red stain, etc etc.

    however being able to wait at a spot that guarantees you wont be caught because you can see all 3 possible routes and run accordingly isn't a very skilled endeavour , it nukes all skill expression and demolishes the suspense and "horror" factor of the game.

    its akin to playing a custom game vs surv bots, surv bots having perma wallhacks just turns loops to a mind numbing 3 spins into pallet stun simulator.

    So what would your ideal environment be? 2 possible routes? So now the killer has a 50/50 chance of guessing their way to a down in the next 3 seconds. You also suggest reducing the number of jungle gyms. Ok, so now if they guess wrong they are punished by waiting 10 seconds for a down instead of 3. The horror.

    Exactly how long do you want your queue time to be?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511079#Comment_3511079

    Again. I mentioned the LT wall. This tile played really well can cost the killer a lot of time. Ive seen it happen.

    Im know that pallets are supposed to give distance and that they are a one time use. However, the amount of pallets where the killer cant do anything buffles me. In my post i talked about long tiles and the game(map). I want the killer to have as much of a chance to success as the survivor does. I dont want to brute force my way through pallets. I want to "play" around them. Also. The game has so many pallets that you HAVE to break as an m1, that i dont think that there is any "one" time event at all. When all the "one" time events have ended, the game has progressed that far that the killer first: is kinda mad that they had to play like a bot. Second: lost many gens to playing like a bot. Third: has to play "dirty" to have a chance for a comeback (tunneling/ camping).

    Sorry but i disagree. Survivors dont like Knights, Skill merchants and even Artists "broring" hit or hit scenarios because they feel like they had no play and could have been replaced by a bot that plays the same way. Why is it fine for killers but not for survivors to have that gameplay? I want fairness for both sides.

    Survivors don’t like Skull Merchants or to a lesser degree Knights because their powers are frequently used to create boring battles of attrition. Before the regression nerfs, they could literally guarantee no generator could be completed in a 3 gen setup unless they went AFK or something. It has nothing to do with whether they might as well be bots.

    That some chases, when run optimally and with lucky map configurations can take a while is by design. This game is designed such that a killer will always catch up to and down a survivor provided they’re both looping to the same level of skill. The only question is how long it will take. A killer is meant to make a choice in those situations - continue the chase and get a down or break chase to play for more downs by slowing gen progress, going after survivors in less favorable areas, etc. If a killer can catch up to a survivor consistently and quickly, what do you think a survivor can do to win? How do you feel that would be fair gameplay?

  • @WilliamSN said:

    Personally I believe BHVR should take the dead dawg saloon's shack way of tile balance into the other tiles.

    DDS's shack has a breakable wall that turns shack from well... shack... into a fair longwall for the rest of the game,at the expense of conceding distance and wasting time once, it allows for a pseudo fix to Tile unbalance.

    Or alternatively, reduce the amount of possible check spots on tiles , survivors being able to see 3+ possible routes in a tile because of 3rd person camera is ridiculous, it just makes mind games impossible aswell as neutering skill expression from both sides.

    The whole point of the 3rd person camera is to be part of the survivor’s toolset. Heightened environmental awareness is beneficial when you can only run. Until survivors have weapons and killers have health states, the game needs to have mechanics and map designs that support survivors having more options than just going down the moment they’re spotted.

  • @Tsulan said:

    This video is pretty representative of the situation OP is describing.

    https://www.youtube.com/watch?v=4f9dQIvqkQ0

    Another perspective is that the video shows him making the choice to try riskier gambits in pursuit of a 4K instead of settling for not killing all the survivors. He’s also probably not playing against players indicative of the general play styles and skill levels for a majority of the player base. 4Ks are the highest win condition for a killer, not the only win.

  • Consider the collected data from a situation where one player notices a bug that provides them a benefit, reports it, and no one ever uses it again on the PTB. Sure, the bug might be an unfair advantage but the data says it didn’t actually impact that many matches. Now the fix is moved down the priority list, maybe to a post release patch.

    If something is game breaking, the PTB is the place to demonstrate that it’s game breaking. Something that happens once isn’t game breaking. Something that trends towards a 100% win rate over a statistically significant number of matches - that’s game breaking.

  • @Nos37 said:

    I boot up the game, see that the new player report feedback system is now live, and then queue into matches as killer against 2 bully squads in a row.

    Midwich offering, 3 hook offerings, when the match starts there are 3 No Mither survivors with toolboxes. I'm not getting any hooks this match, which ultimately means an L. Furthermore, why even play? Because if I don't then they get to submit FOUR unsportsmanlike reports against me for idling.

    Eyrie of Crows. I get an early down, but they went down under a pallet and all 3 survivors are nearby to try and pallet save them if I pick up or pick them up off the ground if I don't. Anyone I commit to just runs away, so I had no choice again but to take the L and commit to someone else completely. Then they sabo any hook I carry to after that. The match is an L, so why even play? If I don't then they get to submit FOUR unsportsmanlike reports against me for idling.

    Nothing they are doing is against the rules, but if I don't be their little bloodpoint pinata for an hour (or until they get bored or scared of losing) then I get reported for it. Great game...

    The new system just tells you if any action was taken against someone who you reported. There’s no difference to whether someone CAN report someone.

    I usually just switch to slugging when I want to make a point against a bully squad. No Mither isn’t going to get gens done.

  • I think the problem is a survivor needs a way to realistically get away from a killer that spots them. You mentioned shack pallet but pallets are one time use if the killer decides to break it. Breaking it lets the survivor build a lot of distance, sure, but that’s a one time event and it’s kind of the point of pallets. If killers always had a quick way to down a survivor in all tile configurations and situations without needing to spend time that would otherwise be spent on pressuring gens, there really wouldn’t be a point to playing survivor.

    Tiles are generally meant to be beneficial to survivors and not the killer. Survivors are designed to have to run from the killer but being slower than almost all killers (assuming we ignore blinking for the sake of technicality) means they need something to compensate in order to have a chance of winning.

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508155#Comment_3508155

    you want to say Hope and Adrenaline are also crutches? then let's refine it, instead of complaining about the killer perk.

    Hope and Adrenaline don’t give you endurance for the duration of the match which would be the closest analog to NOED on the survivor side. NOED would simply be too strong if it was unable to be deactivated. Post exit-gate power on, hook rescues would never be the smart play.

    in NOED Comment by MDRSan
  • I had no idea that stopped the long screams. Usually I just run away, hoping to mitigate some of the shrill noise with distance.

    Sure it’s frequently BM but meh. Usually if I’m on the hook I just think ‘ooo, somebody’s angy’. I’m not sure how it would even be able to be changed. A killer can swing their weapon at anything - I doubt it would be less annoying if it hit the hook instead.

  • The tail attack really isn’t that big of a deal - If you aren’t standing right on the other side of a pallet or window, you aren’t getting hit by it.

  • What can add to the frustration is what progress toward the objective feels like. Progress toward the objective for a survivor doesn’t change anything about the killer’s gameplay. They can still do whatever they were going to do in the first place. Progress for a killer means another player is dead and kicked from the match.

    Given that this isn’t really a premade team kind of game (or SWFs wouldn’t be such a pain point - the game would be designed around them), it’s great that my team mates got out but I don’t really care from an enjoyment perspective.

    I don’t really have a solution as it seems inherent in the game’s design that one side is always going to have the tools to make the other side experience frustration rivaling Dark Souls. Survivors need to be able to out-pace a killer downing people in generator progress to have a reasonable chance to escape. Killers need to be able to kill players faster than they can complete generators and open the exit gate to be able to get at least a couple of sacrifices in. They’re inherently opposing design requirements.

  • @MeowMeow93 said:

    Just return it to its first state when it was balanced

    What do you think is unbalanced about it in its current state specifically?

  • Windows of Opportunity is a big deal now? Seriously? It’s just a highlighter of pallets and things you can vault around you. It conveys some benefit sure, but it’s really not helpful most of the time and just ‘handy’ levels of useful in cases where it does provide value. If you want to compare apples to apples, Lethal Pursuer provides a much larger benefit to killers for doing nothing. I think it’s fine too but IF aura perks are to be considered for a rework, WoO is not really top of the list.

    Not every perk needs some complicated startup sequence that may or may not occur in a given match. The less direct, match impacting value a perk provides, the easier it should be to use. This perk is a good example of that design.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509379#Comment_3509379

    You are forgetting that the fire slows downs the alien, the hit itself also slows down the alien, and survivors gain speed when hit (and with MTF, oh boy...).

    In short, they don't need to do it indefinitely, they only need to do it once per chase everytime they have endurance available and you would just stand there getting roasted and powerless while they gain a looooooot of distance, wasting all the time you invested in chasing them.

    Either way, the problem here would be that you are allowed to even do that in the first place, not how many times you would be able to do it (if it is possible, I don't know if you can even do it and that's why I asked).

    Seriousness aside, when I first read about the turrets and hadn’t yet played and tested them on the PTB I did have a moment of - ‘Aha! So you want to 3 gen, skull merchant? Well who’s 3 genning now, huh? How’s it feel? HOW’S IT FEEL?!?’ Lol.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501094#Comment_3501094

    Maybe they do something with egg morphing? I know it was a deleted scene so not exactly cannon but I always imagined it as being a kind of emergency, no queen around, method of rolling the facehugger dice until you got a queen. Unless you went with the drones molt into a praetorian and then queen if no queen is around thing.

    I'd love a mori where the alien impales a survivor with their tail and lifts them forward into a face double-jaw bite. Originally the thinking was that their tails had paralyzing stingers but I don't know if that existed anywhere aside from the writers original ideas on Lambert's death. (Aside from the heart attack in locker idea)

    Called it! Love the mori!

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509001#Comment_3509001

    The question is, how much close can the turrets be? Because even if the rate of losing power is the same no matter how many turrets burn you, the best case scenario I have seen so far is the bar filling half by destroying just one with a tail attack, meaning that if two turrets are too close to each other even if you destroy one of them the other is guaranteed to take your power away.

    Also, what prevents survivors to abuse this by using one of their multiple Endurances to body block you from the turret? Something like "I have Endurance, I know you going to hit me soon, so I'm going to go straight to the turret and stand between you and it." As far as I can think of, the only options would be hit him, which would result in him gaining distance and you being slowed down by the fire and a M1 killer until your power restores, or having to drop the chase because you know it's going to take another chase to catch him and is not worth it.

    In my opinion, survivors shouldn't have the ability to nullify the killer's power for the whole game (AKA having infinite countermeasure items against him) to begin with, but if they have it at least it would be nice if they won't be able to put him in any more lose/lose situations with them.

    PD: If PTB feedback is so important, it would be nice for you to bring it to other platforms as well, so everyone can give their first-hand opinion on the changes and new features being tested.

    There’s not enough endurance in a match to body block a Xeno from damaging turrets indefinitely. The longest that this could possibly happen without getting into really niche, only theoretical situations (not that this situation is even likely) is 4 turrets close together, each body blocked once by each survivor. In that situation it might take a min to break all 4 but those survivors aren’t doing gens then either so it’s really just a short battle of attrition until the draw is broken.

    Plus if they’re that close together runner mode isn’t even needed. Just down them.

  • @Pulsar said:

    https://youtu.be/siVz4j12eeI

    Often when I do stuff like this on a semi-regular basis.

    Mechanical skill? Zero.

    Game Sense? Off the charts.

    I think the number of times I've accidently found someone in a locker playing huntress when I'm just trying to reload outnumbers the times I've been actually looking for someone at this point.

  • I literally just found out Victor can search lockers in a match the other day. The ones I was checking didn't have anyone in them and I'm not really sure what happens if someone is in one.

    The visual was kind of funny - like a kid standing on tippy toes to reach something (though I only saw it through Victor's POV obviously)

  • I'm not a fan of the effect - it's very disorienting. I don't usually get uncomfortable with any visuals in games but this effect, for whatever reason, makes it hard to look at the screen. I didn't even realize what it looked like until recently from the survivor's POV and now I feel bad for pelting survivors in the past for blood points when I was playing friendly.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503961#Comment_3503961

    survivors scream that it's only 3%, but for killers it + 20% if 4.6 and 30% if 4.4 to the speed of the survivor

    add here the fact that the hitbox of the survivor is smaller, which is why it cycles faster and the fact that the cards were made for survivors without acceleration

    Only bad survivors or survivors who want to bathe in cheese def this perk

    If only killers that run at reduced speeds had some reason they moved slower - like, I don't know, some sort of ranged attack or blink ability that makes movement speed less of an issue in the first place?

  • @Emeal said:

    I think its pretty wild that when Survivors get agitated by a perk, its nerfed swiftly within months. But if Killers are agitated by a perk its held off or ignored for years before its even approached for a fix. You would think as the sole person responsible for the gameplay for 4 people every match, the Killer would have a sweeter deal in this game. But no, bHVR is always squeezing those lemons sour.

    If how the players on the receiving end think of them is even up for discussion, then Where is the Killer perks that are as agitating to Survivors as MFT are to Killers? Cause I don't see them and this game should treat both sides fairly right?

    The least idd like to hear from bHVR is why the latest Killer perks has not entered the meta, like all the Survivor perks that have entered the meta like uhm... huh... hum... well, the last Killer Meta Perk was from Knight, I hope we get lucky from Alien then, jeez.

    Probably because games shouldn't be balanced based off complaining on forums without also seeing if actual games frequently play out the way some are claiming.

  • As a survivor, I find I still rescue/heal/etc. bots as they're still an asset to the team but my level of altruism is definitely lower. I won't take risks I might take if it was an actual player.

    As a killer, they're literally the one time I give myself a pass to tunnel if they don't get away fast enough after being unhooked.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501081#Comment_3501081

    Onryo is the weakest killer in the game right now, just wait for people to realize that taking casette at the start of the game is enough to 100% counter her ability, it's even easier then countering singularity.

    At the start of the match sure but you quickly start running into TVs being turned off due to someone else putting a tape in or Onryo teleporting to it. If she spreads out the hits which destroy the carried tapes it can be difficult to keep up with making sure everyone has tapes while making any real gen progress.

  • I've always imagined xenos were more cat people and predators were dog people.

  • @dbdthegame said:

    As an Alien loremaster, I just wanna go ahead and say that the Xenomorph in the original Alien is incapable of laying eggs. Only the queen seen in the sequel Aliens is. The Xenomorph in the original is akin to a worker ant. That being said, I do expect them to incorporate facehuggers somehow, if only because they're so iconic. The mori is 100% gonna be facehugger/tongue bite.

    Maybe they do something with egg morphing? I know it was a deleted scene so not exactly cannon but I always imagined it as being a kind of emergency, no queen around, method of rolling the facehugger dice until you got a queen. Unless you went with the drones molt into a praetorian and then queen if no queen is around thing.

    I'd love a mori where the alien impales a survivor with their tail and lifts them forward into a face double-jaw bite. Originally the thinking was that their tails had paralyzing stingers but I don't know if that existed anywhere aside from the writers original ideas on Lambert's death. (Aside from the heart attack in locker idea)

  • Shush, you can't dampen this hype train. Alien, lets gooooooo!

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500461#Comment_3500461

    • Cat can look at us dying when the killer use the mori (as in the movie)
    • Cat can also be on the Alien map doing it's own stuff

    For added realism, Jonesey can head but your hands while you're working on gens. Get off the gen Jonsey, daddy's working.

  • Jonsey survivor confirmed. I've always headcannoned it that cats are immune to the Alien's aggression because Xenos are cat people. I mean, he did kind of give him an 'aww, look at the kitty in the carrier' look in Alien before meandering off.

  • So long as his walking animation has him taking steps that look appropriate to the distance traveled I'd be happy. As it is it looks like she's sliding over the ground.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500904#Comment_3500904

    Or perk that breaks pallets that are dropped on you, a la spirit fury but better.

    Again, not sure how you do eggs or facehuggers with a drone xenomorph.

    I'm guessing we don't see anything we didn't see in the original movie, or at least the movies in general. I'd be surprised if they draw from the more obscure material.

    He might have a unique hook design - more cocoon looking. That would be neat.

  • @Thusly_Boned said:

    The obvious thing to me also seems unworkable: crawling on walls/ceilings.

    Acid also seems like a good candidate, but I think the xenomorph would need to injure itself to make that work, which would be kind of weird.

    Eggs/Facehuggers would only make sense if there was a queen involved.

    Vents would require across the board map adjustments.

    Leaping/pouncing seems to close to Demo for my liking.

    A stealth kit with short range dash/speed burst might be something.

    I'd be surprised if we don't see some sort of tail grab/strike.

    Whatever it is, it seems like BHVR will have had to get creative; hopefully not anything to lorebreaking.

    Mori possibilities seem pretty obvious.

    Acid blood would go well as a mechanic with pallet stuns.

    I'm imagining movement mechanics similar to a demo.

    He's got tail jabs, acid spit if you go beyond just the movies, inner jaw moris, hive camouflage, facehuggers that could work like Victor, leaps that work like Wesker - he has it all! I might have to retire my maining of Nurse and Singularity for this majestic beast.

  • I don't know about you but I'm super stoked. Based on the teaser, I wonder if we're getting the Nostromo as a map? Sweeeeet. I love the franchise.

  • @Meepy13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499660#Comment_3499660

    Deep wound is the most non punishment ever either you get chased and get downed and deep wound doesn't help killer or you run away, mend and get right back to doing what you were doing

    And it doesn't make you susceptible to tunneling any more then existing does

    @miniwengsel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/385737/im-so-sick-of-endurance-get-rid-of-it

    remove styptic agent --- yes

    MFT, For The People and Buckle Up combo is broken asf. ---- yes edit buckle Up and MFT

    shorten hook endurance ---- NO

    rework:

    off the record --- NO

    soul guard --- NO

    made for this ---- big yes

    dead hard --- Dont know I would say no I guess.

    buckle up ---- yes

    borrowed time --- NO

    we're gonna live forever --- No

    I don't think Dead Hard even could be nerfed any more if they wanted to - swing animations would take longer than the period of endurance at that point.

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