MDRSan
MDRSan
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- MDRSan
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I’m of a very very meh opinion when it comes to Wesker. When played well it seems like he’s everywhere at once and there’s no real point trying against him which is frustrating, especially on smaller maps. The thing that makes him ‘meh’ to me is the look. I get he’s infected with any number of Umbrella enhancements but outwardly he just looks like some guy fresh from a shopping trip to Hot Topic.. At least legion looks blood soaked and scruffy.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478162#Comment_3478162
That's like saying: "Why do I get punished for abusing X bug?" It's an existing game mechanic after all.
In my opinion they can remove it alltogether but then we'd have to look at luck offerings, Slippery Meat, Up The Ante and Deliverance again. Punishing players that obviously use this as a means to leave matches faster is the easier solution.
Bugs are unintended game mechanics. Failing 3 self-unhook attempts is designed to work the way it does intentionally.
‘The problem isn’t the mechanic, the problem is a specific player intent behind using it in some instances. You can’t solve that without reading their minds so it’s between leaving it as is, removing it and harming the other use cases along with the ‘bad’ one, or play edge case whack-a-mole where you create some complex system to try (and usually fail) to compensate for all the instances where you would want to allow it.
Punishing a player for following an on screen prompt (and something the tutorial specifically shows you how to do) is a bit much.
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It’s pretty situational but it generally boils down to - do I think I have at least a 50-50 chance of us both getting out if I go for the save.
Like if NOED is up, I’ll try and hunt down the totem (since I’m not going near you if that totem’s up) but not if it puts me close enough to the killer that I can’t make it back to an exit gate, trigger that last 1%, and vámonos.
If they’re face camping you and I’m the only one around I might try and draw them out but odds aren’t great. If there’s 2 or 3 buzzing around the chances are better.
If someone fully opened a gate triggering the end game collapse and you’re too far away though, there’s sometimes not much I can do. If you were hooked before the gate was opened then blood warden could still be triggered if I get downed and hooked trying to save you. If that happens far enough into the collapse timer, the unhook just rescheduled your sacrifice out 20-30 seconds (along with the rest of the team).
I wouldn’t necessarily ridicule someone for escaping (out loud) while I’m on hook. I usually assume either they maybe don’t know about 99ing gates, or just made a possibly incorrect assessment of the situation. I don’t assume malice or intentional abandonment. That isn’t to say I’m not tallying up all the times I intentionally distracted the killer when they were about to have a teammate in their field of view and watching those distant, yellow, blobs on the map remain suspiciously stationary aside from the occasional t-bag which I can only assume is signaling in Morse code that help is coming any day now. In those moments I wish I could get lucky and unhook myself so the killer can rehook me and blood warden those jerks. But those are buried, secret thoughts.
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@Mr_Madness said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477937#Comment_3477937
True but you can't deny it would be cool
True. Perk, Reverse Spine Chill: No mere killer can resist the evil of the thriller. When Price is inside the killer’s terror radius, the killer periodically screams.
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Just faceplant on an exit gate switch, that’s what I’ve done the handful of times I’ve had matches where I basically can’t seem to do anything. Don’t give up early or anything - most times just switching to slugging alone can help swing things back to a more balanced match. I usually just go for 8 hooks and have found after showing that I can be a jerk if they want me to be, things get a little less sweaty all around.
There was really only 1 time where this wasn’t the case - I slugged until I thought I proved my point, let them escape, and walked into an amusing post game chat where I was accused of somehow cheating because they didn’t think a hit should have landed. Like, my dude, you escaped because I let you. Maybe don’t be a jerk. Or do. I still wish I could go back and just stand on top of that little punk while they bled out. In a game of who can be a bigger jerk, the guy with the chainsaw has a distinct advantage.
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@Mr_Madness said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477872#Comment_3477872
Also same, I was just giving idea if we happen to get celebrities due to many people wanting real life people in the game......like really, Dwayne Johnson?
Least Johnny Depp is a good choice since he blends in well in the films and takes a while to realize who he is rather then Dwayne wearing a different outfit.
Plus, I would like to have Vincent Price as a survivor......like that would be really cool.
Vincent Price feels more observer-y to me.
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It’s the same problem - how do you determine what’s a hook suicide without actually knowing the player’s intentions? There’s been times where I’m about to progress to 2nd stage, my teammates are across the map, and I use that last little bit to see if I’m lucky today - clearly I’m not trying to get out of the match there. Other times it’s strategic, like the killer is hovering and I want to force hatch to spawn for my last, potentially foolishly altruistic teammate (I’ve been on both ends of that foolishness). That’s technically a hook suicide but with the intent of helping my teammate.
I’ll admit there have been a handful of times where the killer is playing way too aggressively for my team’s skill level and I do take the option to remove my particular bloodpoint cow from the match as the last little bit of control I have over the situation though. In that case, a bot is just a handout to the killer.
How do the bots spawn anyway - do they just take over the existing survivor or are they fresh? Like, do they keep the same hook state?
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@Aven_Fallen said:
As long as Slowdown-Perks are the easiest Perks to use, this will not change. It is just the fact that Killers can replace a lot of skill needed (as if there is much in DBD anyway) by just dragging out the match as long as possible.
Most killer perks are basically passives that either require no set up or only need the killer to engage in regular killer activities. None of the ridiculous, must take x protection hits under a full moon while mid-fast vault, single use crap most survivor perks are designed as.
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If I run into one more T3 Meyers with 5 cakes I’m changing my personal objective to seeing how much match time I can waste exploring the artisanal lockers placed on each map. They wanted to get some quick kills, I wanted to be able to feel like I’m playing a game and not just an NPC placeholder to quickly kill - turns out you can’t always get what you want.
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My guess is how it’s very easy to break line of sight there. It’s also really easy to walk into a blind alley if you’re looking behind yourself but I like to pretend that didn’t happen.
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Personally I feel like most survivor perks that have an effect that’s worth anything are gated behind very situational triggers or have drawbacks that make them potentially useful but more often wasted or undesirable like sprint burst. Take x protection hits, x seconds of endurance immediately after healing to full, free wiggle if you’re carried and fall from a height, etc.
Conversely, some of the more effective killer perks have situational triggers that they’ll be doing every match anyway. Kick a gen. hook a survivor. Worst case, vault a window.
It feels like killers get value from their perks effortlessly, just through the flow of the game. Survivors usually have to set up some series of events or circumstances to get a single use off their perks.
Perks where this approaches not being the case like MfT get whined about endlessly.
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After a year or so of playing I finally had a match where I got a full 5 stacks of Pentimento last week and it took a meme build on hag where I like to pretend I’m a grumpy old person who wishes those neighborhood kids would stay off my totems. I have been seeing it more recently than in the past as survivor but it’s not that bad.
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The handful of times I’ve escaped over the past 2 days it was always where I could tell either there was a either a very notable skill gap in looping or the killer was doing a challenge that required sub-optimal play. Every other match seemed like the killer had a secondary goal of ensuring all survivors made as little BPs as possible.
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If I’ve ever tunneled it was purely by accident but can’t recall ever doing it. Usually if the match is going poorly I’ll just slug to assert dominance (lol) and then let someone wiggle free to revive their teammates.
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@DredgeyEdgey said:
Here's this post in summary would you chose the chocklat bar or the oatmeal bar
Is it dark chocolate? And are there raisins in the oatmeal bar? Because I’m leaning oatmeal either way.
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I’ve noticed it going either way as both killer and survivor. Hits connecting when it visually, clearly shouldn’t have tend to occur more frequently (at least from my screen’s perspective) when I’m playing killer but I’ve noticed at least sometimes on both.
One thing I’ve also noticed is the downed survivor’s placement tends to not be exactly where I made the downing hit. This happens more in chase as after a vault there’s really only so far backward they could teleport before they’d be in the wall. It’s like there’s a separate tracked position for calculating whether a lunge hit to the positional info that feeds in to the visual of where a survivor or killer are on screen.
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I usually play like normal until I get 8 hooks and then farm if people want to. It can probably be assumed I’m not trying to wipe the team out based off how I tend to hook people intentionally close-ish to other survivors and walk off, don’t go after the same person twice in a row, and ignore players with 2 hook states (beyond chasing them off gens) but otherwise don’t make it necessarily obvious. I find it results in a normal feeling game that still results in plenty of BPs for everyone even if not a lot of farm activities are had at the end.
The only thing that throws me is when there’s multiples of the same character and cosmetics. If I screw up my hook count because of that I’ll occasionally be like ‘well that ship has sailed’ and it’s hooks for everybody! Lol. Or if they let their teammates die on hook rather than save.
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@Smoe said:
Phantasm
The Tall Man deserves his spot in this game as he is one of the best cult classic horror movie villains.
Oh yeah, that’d be a good one. Those spheres could work like a mix of Wesker’s tentacle charge and trapper’s traps- pinning a survivor until they wiggle free if it lands them against a wall.
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@Annso_x said:
I think the only sort of correlation between BP incentives & getting rolled is just that matchmaking is worse, there's not enough survivors so you're matched against whoever and therefore more likely to go against someone out of your skill range.
And unless the killer is literally afk they usually get more BPs than survivors no matter how the game plays out anyway
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475804#Comment_3475804
You need 4 survivors for every killer so it's really not that surprising tbh.
It just seems it’s less solely skill range and more skill range + temperament. I mean, I’ll sometimes find myself steamrolling a group of survivors at 5 gens and dial it back a notch because what fun is that for anyone. Most of the killers I’ve encountered that spawned this post seem to dial it forward a notch and then add in some BMing for good measure.
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Please no skill checks. Making something tedious and boring also require paying attention for random quick time events just makes it boring AND annoying.
Maybe something like the wiggle bar - the mend proceeds normally if you ignore it but faster if you hit the right spots.
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475596#Comment_3475596
I mean.... It's not a big deal if you 0k or 4k on killer either.
I don't find survivor relaxing personally. I personally find the stress and constant things to do on killer cathartic.
Killers don’t really HAVE to worry about anything. I might get frustrated at times as killer with a particularly slippery group but I’m never on edge, wondering if there’s really no terror radius or I’m being stalked by something undetectable while watching for skill checks like I am as a survivor.
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@Cypherius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475448#Comment_3475448
Medikts, BNPs and Circle of Healing where overpowered. Entirely deserved nerfs.
Post nerf Medkits are not bad at all. Far from being "near useless" .Styptics and syringes are still very powerful. With addons you get fast heals or 2 selfheals, which is fair. You are either using them wrong or got too used to their overpowered pre nerf state.
Pharmacy is a weak perk but Botany/Healing builds still work well. They are simply overshadowed by "stay injured, blitz though generators, and get healed by adrenaline" builds.
Prove thy Self was fair and did not need a nerf however nefing it will indirectly help bad/intermediate survivors just like the medkit changes.
With busted medkits people were healing too often even when there was no need. Prove is encouraging people to group up even when its a bad idea. Now survivors will spread out more often and it will be much harder to pressure gens.
Every killer that got buffs recently is mid tier/weak or had some bad addons buffed. Nothing wrong with that.
Overpowered is in the eye of the beholder. Maybe I’m a terrible survivor and a good killer but from my experience it’s pretty easy to get a 4K if you don’t care if the other side has any fun (or people start DCing) and in survivor solo queue half the time it’s not even worth bothering to heal since the time an extra health state gives you may or may not mean anything.
Styptics and syringes aren’t medkits - if they are what make medkits unbalanced, maybe they should be looked at and not medkits. If they are required to make medkits worth using then medkits alone aren’t that useful. Killers aren’t balanced under the assumption they always have their most powerful add-ons equiped.
If you encourage survivors to spread out then my solo queue experience tells me you might as well make the 1st hook go straight to 2nd hook because no one’s coming to get you. Even if they do, that’s 2 people not on gens - 1 of which is presumably running across half the map completely open to getting picked off by killers who don’t care if that first survivor’s only gameplay experience is hanging out on a hook for the remaining time they’re in a match. How much more pressure would a killer want? The ability to keep 3 people off gens? 4?
That said, I haven’t noticed anyone grouping up specifically because Prove Thy Self is in play in solo queue. No one knows anyone’s running it until they group up anyway in that context. SWFs are a different story but SWFs will coordinate regardless.
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@Maelstrom808 said:
Survivor has always been harder to earn BP with in my experience. We've been asking for them to look at it for awhile. As killer (which is what I mostly play) if I eight-hook and let everyone live in the end, I'll easily earn more BP than most if not all the survivors, even though they had the same chases, unhooks, and heals and also escaped.
I usually 8 hook myself as I find it tends to result in more spread out and engaging matches. Plus I kind of feel bad sometimes because I guess I’m a softie, lol. I usually average between 30-40k a match with killer though on survivor I feel I’m lucky to make 20k even if I escape.
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While some groups still manage to find a way to get a bit EMP spammy, generally speaking I’ve had a pretty good time on him. The one quality of life thing I wish they would fix is targeting for the biopods. Some surfaces inexplicably won’t allow attachment and secondly I wish you could shoot through windows/openings in buildings provided the surface is otherwise in range. Basically if I could throw a blade through it as Trickster I feel like I should be able to shoot a pod through it.
I’ve found that switching to a mix of pre-placed pods and ad-hoc, middle of chase pods works best. If I just stick to pre-placed then survivors that know what they’re doing against him can fairly reliably counter them depending on map. It’s not often where you get a good angle on a gen from multiple spots far enough away from each other that they won’t all be disabled with one EMP.
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462300#Comment_3462300
Someone played within the rules, that you don't like so you get to trash them?
So anyone with a flashlight i can thrash their rep? or any swf?
Something can be within the rules and still be poor behavior that deserves getting called out. The bar for behaving in a jerkish manner isn’t whether it’s a bannable offense.
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So long as it’s only an option. If everyone’s slugged I personally want to waste every second of the killer’s time - they want a 4K, they get to wait right along side me.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464627#Comment_3464627
Or go to the closest gate and wait for the killer to leave.
Its not buffing anything. After all, endgame was buffed for survivors. Originally, hatch would only spawn if 2 gens were completed. Now the hatch can spawn even at 5 gens. Rewarding for failure. Whats even more, the hatch has brought toxic behavior to the game. When 2 survivors are left, usually 1 hides in the hope the killer finds the other one first. Or even worse, one tries to rat out the teammate, in the hope the killer shows mercy.
There are a lot of problems that would be solved by simply removing the hatch. You fear that killers will just slug one of the survivors, no problem, give survivors the option to bleed out faster.
It’s not fear that killers will slug one of the survivors, it’s just the context of this discussion. The person suggested getting rid of hatch in exchange for killers no longer slugging for the 4K. Besides, they do that anyway so it’s not like that would be new behavior.
Hiding in hopes the killer downs the other survivor first or pointing team mates out has nothing to do with the hatch. So long as 1 remaining survivor can escape and killers can grant mercy, some people are going to do that. It’s bad behavior, certainly, but it’s not the hatch’s fault.
There are side effects of tying hatch spawn to number of gens one of which is even more encouragement to gen rush and disregard unhooks.
Kill rates are currently roughly where they want them, yes? What effect do you think removing the hatch would have on those numbers and what nerfs do you think killers will receive to bring them back down? You can’t change something like the existence of hatches in isolation and not expect there to be side effects.
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If everyone brings a cake and the killer is just steam rolling the team from the get-go, my objective switches from generators to doing everything I can to minimize the BP score events they can squeeze out of me. No chase, no gen kicking, no more than 1 hook. The only actions I’ll take are ones that they can’t react to in a way that ups their score.
Their BP gains aren’t my concern any more than mine are theirs after all and courtesy is a 2 way street.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464616#Comment_3464616
Just let the endgame collapse start, when there is only 1 survivor left.
Problem solved.
Then the correct play for the last survivor is as soon as they see their team mate go down (or suspect it’s imminent) - go to the gate farthest from where the player was downed and wait. Remember, the context here - the suggested change is that killers won’t slug the 2nd to last person if we got rid of hatch. If they still slug that 2nd to last person, then all that’s being done is buffing endgame for killers by getting rid of the hatch mechanic.
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@Tsulan said:
Want to remove slugging for 4k? Ask the devs to remove the hatch.
The hatch isn’t just a mechanism that benefits the survivors, as a game mechanic it encourages survivors to not just remain hidden when they’re the last person up. Without it, if gens aren’t done the killer can’t even open a gate to trigger the end game collapse.
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I do wish people would stop jumping to 2nd hook state early. I’ve been playing to 2 hook most of the time and their decision only hurts themselves since I can barely remember which survivor was left hanging by their teammates for too long much less someone who chose to do it themselves.
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A killer hooks a survivor. They set up a lawn chair in front of the hook and currently 3 things can happen:
- Foolishly altruistic team mates hook trade until someone eventually dies, getting nothing accomplished in the process but feeding BPs to the killer.
- Team mates do gens and ignore you letting you sit there through both hook states to death.
- The survivor decides they’d rather not feed team mates to the camper, wouldn’t care to engage in the thrilling gameplay of dangling on hook hitting skill checks for the duration of their match, and would like to just cut to the inevitable end.
There’s a reason a 0 hook survivor instantly gets sacrificed if they’re the last player and they’re hooked - sitting on hook for no reason is boring. Killer mains don’t complain there because they get to experience some boredom and wasted time along with the hooked survivor.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420741#Comment_3420741
Which fabulously failed as survivors now just hide at two rather than one, lol.
Have a hatch or not, one people or two people, those kind of people DO hide, and then there is literally no way killers can find them.
There’s not literally no way for the killers to find them. They need to keep moving to prevent crows and while it’s certainly more difficult the less people present to find, very rarely will movements align so perfectly that they’re always out of view. That’s ignoring all the aura, locker scream, tracking perks.
If the killer is behaving in a way that makes all remaining gens very dangerous to attempt, diving into the meat grinder is frequently not the correct play.
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Look at it this way, at game start survivors typically have 1 objective they can work on that has any effect on their odds of escaping or how they’ll do in the match - generators. If you don’t give them anything else to do, that’s all they’re going to do. That means spreading the love around.
- Wound rather than hook at the beginning of the match. They may or may not spend time healing but they definitely won’t if none are injured.
- Break chase long enough to chase survivors off gens if you’re passing by rather than remaining focused on the initial survivor.
- Prioritize patrolling generators over chasing 1 survivor for an extended period of time.
In my recent matches, I’ve noticed 2 gens usually go quickly at the start but by that point I’ve built up enough pressure that the last 3 don’t pop nearly as fast, if at all. Pressure is like a snowball rolling down a hill - the circumstances are on the survivor’s side in the beginning of the match but the more you do as killer, the more that shifts to you.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462860#Comment_3462860
Tutorial also teach you to hide in lockers and we complain about newbie Dwights doing that. Are we wrong and the Dwights right after all?
All survivors going out of their way to never be seen by the killer with all other tasks secondary sounds like a thrilling experience for the killer. Lol
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@Justa335i said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463146#Comment_3463146
Dont gaslight this as a survivor nerf.
Its a survivor BUFF since people wont be killing themselves on hook.
The luck system should have been changed a long time ago.
It’s a nerf in several ways:
- If the killer is camping me and only 1 other survivor is up, I can’t opt to give my teammate better odds of finding hatch. Especially if they’re being stubbornly self-sacrificing.
- If a killer is steamrolling the team, I no longer have the option of not being there just to help the killer rack up BP score events.
- If a killer is using me as bait and I’m not running kindred, I can no longer decide to counter that. Flailing wouldn’t even be an option since the action that initiates that movement would be gone.
- It removes all player choice as soon as you’re hooked. You can do nothing but sit there and admire the scenery.
- If I see no one is coming to get me and no gens are about to pop, why have me hang there for the full time?
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Why not basekit unbreakable that activates only when all currently living survivors are slugged? Up the time it takes to self pick-up to accommodate killers who aren’t trying to slug but just trying to keep hatch from popping in a 2 survivors left situation and I don’t see it affecting anything but pure slug to bleed out killers.
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@clowninabout said:
Add a small basekit thana effect. Say 3% per injured survivor. Incentivises survivors to heal and rewards killers for spreading pressure.
That would actually punish killers who are good at tracking down survivors. If the team is constantly getting injured, no amount of gen slow down would make it worth healing unless you take it to absurd levels. Just eating the 3% would still be the better play.
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The problem is tricky because of how different elements of the game play together. If a killer is able to wipe a set of survivors within a certain time (on average), and that average time is close to the average time 5 gens take to complete when factoring in interruptions due to chase, speed up/slow down perks, etc, then there really isn’t much wiggle room to do a lot of non-gen related tasks.
Slow down gen progression to stretch games out and you give killers an advantage, and survivors more of a reason to not waste time healing. If you speed up gen progression to give that wiggle room, now you’ve given survivors an advantage because they can still ignore healing but can do gens faster.
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I only ever intentionally short term slug, not for purposes of letting anyone bleed out - and even then there’s always a reason. Usually it’s because there’s another survivor hovering around nearby that has proven to be skilled at flashlight or flash bang saves earlier in the match. Letting survivors bleed out is boring for both sides and I’ve only ever done it when they’ve crawled off and I literally can’t track them down.
The one exception to this is if they’re being really successful with flashlight saves and are playing cocky. Kind of a ‘fine, you don’t like it when I pick your friends up - I won’t pick anyone up.’ sort of thing. I’ll let someone wiggle after a few moments of head shaking once I think they’ve learned their lesson and heal everyone. Same strat I use when people are getting EMP spammy and I’m on Singularity. You don’t like my pods? How about an M1 train - that work better for you?
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@TragicSolitude said:
Yeah, I had more than one accidental death today. Sometimes I lose count, but it's especially likely to happen if someone hits second state on their first hook. Hook counters would be nice.
That’s when I usually just go kill the rest of the team depending on if it looked like anyone was actually going for the person. If I was going out of my way to not kill anyone, making sure to remove myself from the area and sometimes going as far as trying to flush the other survivors toward the hook and those 3 jerks couldn’t be bothered to stroll over and click their mouse then they can all sit on a hook and think about what they’ve done.
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@JarheadLLC said:
I play both sides. I feel no remorse for playing how I play on either side. That's what the game is about, doing whatever it takes to survive as a survivor. Doing whatever it takes to 4k as killer. You people got to stop thinking the opposition is playing for your enjoyment. They aren't, they are playing for their enjoyment. As a survivor I will loop, flashlight, pallet stun, hide, gen rush, whatever it takes to get out. As killer I will tunnel, proxy camp, slug, whatever it takes to hook you. It's the name of the game, no where does it say you have to be kind to the opposition.
That’s kind of the social contract with most games though - unless you’re playing a professional sport where you’re paid to be there the general idea of most games is everyone should have a little fun. I’d also say there’s a notable difference between not playing for the other side’s enjoyment and intentionally going out of your way to make the other side unable to enjoy anything. Not being responsible for another person’s fun doesn’t mean someone can actively ruin it without being called out for behaving like a jerk. This isn’t about losing, it’s about play styles that lock you out from even engaging with the game. (Unless you consider hook skill check simulator to be a game)
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Hey, I play a Feng and am nothing but courteous to my murderers. For me it’s the bunny outfit - she’s just so freaking adorable. When I’m a killer, I almost don’t want to hook them. Almost. I do have a personal ‘no death hooks for bunny Fengs’ policy though.
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I think it’s weird the killer can’t see hook stage for survivors as well. I mean, they don’t exactly officially support the merciful killer playstyle so that functionality is probably not really on their radar as that would be where it’s most helpful.
Sometimes I get in a not-death hooking anyone mood and same character/cosmetics has been the cause of several accidents. Lol.
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I thought they did stack - though I suppose my BP gain today would be even higher than it is if it did so that makes sense. Does anything stack or do all +BP offering effects just go with the highest value? (Hopefully the highest)
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ROFL, and now I can add a tombstone/tuft of hair Meyers to my list.
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All my matches I’ve been chill as killer - once everyone’s on death hook I give the ‘I’m cool now’ nod and let the survivors do their thing.
I have seen 1 killer be cool and get everyone on 2nd hook but otherwise play chill and let us rack up some BPs. Every other killer has been playing like their life depends on a 4K. It’s somehow more obnoxious than on a regular day.
As an experiment in how much people are willing to shoot themselves in the foot for the pleasure of ruining someone else’s experience they should have a collective survivor generator track that unlocks killer cosmetics and set the cap at the average match count x2 gens. See how many try hards are left at 0-1 gen complete.
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I’m of 2 minds on Wesker. He’s fun to play as - zipping around, tentacle grabbing everyone in my path but man, is he obnoxious when playing survivor. I intentionally try to go a little easy when I’m him since I know how frustrating it can feel to get absolutely nothing but getting infected accomplished for a good portion of a match. People still DC though. He’s probably the killer that has me contemplating the hook train to exit town the earliest in any given match depending on how I see he’s being played.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460456#Comment_3460456
I wish there was a perk that regress generator speed by permanent 25% just from kicking gens, it's the killer's objective.
A survivor might say they wish they had a speed perk that ups haste by 25% but that doesn’t exist either. There are plenty of perks that regress or slow down gen progress - some requiring the killer to take an action like kicking a gen, some passive via hex, some just passive that trigger events at certain levels of progress. Most aren’t as niche as requiring a fast vault, setting up 3 protection hits or as uncontrollable as sprint bursting every time it’s up.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459721#Comment_3459721
The killer's time is extremely limited compared to survivors, as they can only be in one place at once. arbitrarily prolonging chases has a ripple effect that reduces their ability to split pressure to keep up with gen times, which is why there is a constant time management argument during every chase: sunk cost fallacy loses games, which is why its such a fragile thing to tamper with balance wise.
If there were no god pallets or extremely strong loops, the perk would be considerably less of an issue: but as it is, there are already enough forced time wastes in the game. They even had to speed up a lot of animations across the board just to keep up.
That’s the game though. I get what you’re saying but I wouldn’t call extending chases arbitrary any more than I would call gen regression or slowdown perks arbitrary. (Unless they literally threw darts at numbers on a board and blanket slowed/sped things down/up).
The events after laying eyes on a survivor shouldn’t be easily replaceable by a random number generator that downs them after a range constrained amount of time. If they spent a perk slot and are injured, this gives them a minor haste bump. It helps the survivor loop, sure, but what else is their objective if you’re chasing them?