Maelstrom808
Maelstrom808
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- Maelstrom808
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So changing kill rates don't change win conditions. They change the rate that you win. 2k is still a draw.
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I'll play and see how it goes and what changes to addons bring, but the first changes that pop in my mind are when a TV turns on, it's aura turns yellow for say 10 seconds and when a survivor dumps a tape, both the TV the tape came from and the TV they dumped it in turn back on. That introduces layers of counterplay and some thought on when and where to use tapes.
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The player's experience can vary wildly depending on MMR, platform, region, day and time, etc. Just because you experience one thing doesn't mean that it's the gospel truth for everyone.
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It can be argued about the order but my picks would be.
Blight
Spirit
Myers
Plague
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@Kedasa said:
Nah, there is still stuff to complain, because they need to adjust his hitboxes. It is bullshit i am dropping a pallet and getting slammed against the pallet i just dropped. If i get a hit...okay its fine, but if i get grabbed on the other side of the pallet, i lose distance, i could have got, if i just got hit by an attack. Weskers Dash-Hitboxes shouldnt be the same as attack-hitboxes.
Again, that's not hitboxes, that's latency, and yes it's a problem.
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Personally I think you leave it ambiguous for existing characters, but introduce some new characters that are written from the ground up as LGBT+ or even non LGBT+ but their sexuality is a defining part of their character.
That to me feels the most honest and true to life way to do it. Some people are outwardly defined by their sexuality, many are not. In addition, shoehorning a character after the fact that was not previously written in a certain way feels lazy and disingenuous. If you want to give representation, do it from the start and create a great character that can people can identify with from the get go.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465980#Comment_3465980
I think you people don't understand how strong pallet break thing.
When survivor drops pallet, killer needs to break it if pallet is strong. And while they are breaking it, they stucked in animation which gives good time to survivor for reach another loop. But in event, they are not stucked in animation. They activating it, so survivor can't use this pallet anymore. And then zoning out survivor. And bum. Free hit.
And I don't think you are really comprehending what I wrote. I'm not saying it's not powerful. I'm saying:
1) It's more powerful than a lot of people realize because they use it just to get a pallet out of the way, which is good, but it can also be used even more effectively because:
2) It's not instant.
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Pallet break is definitely not instant from the time you hit the button. If I had to guess it's about 60-75% faster, but not instant. The fact that it isn't instant is what makes it more powerful. Rather than break pallets that a survivor drops in my path, I use it when a survivor is looping around a pallet that's down then trigger it right before they go to slide across the dropped pallet. The second or so it takes to break blocks the survivor and it's a guaranteed hit. I get way more value out of that than the exposed.
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@Mockingjay_S451 said:
So to the people who are playing these killers to farm the most bloodpoints, are you putting points back into these characters so you can share the Terrormisu love with the survivors? Or are you just going in with a survivor pudding, reaping all the combined points of others and then putting all the points and anniversary offerings on your mains to hoard them?
-Dump points into killer, unlock several anniversary cakes
-Play match with that killer using one of the cakes.
-Take the points from that match and dump into the next killer in my rotation.
- Play match with that killer using one of the cakes I just unlocked on them.
Rinse and repeat on and on. Usually takes an evening or two to rotate through the twenty-some killers I will play.
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It's a balancing thing imo. Before the patch you couldn't carry two at the same time at all. Choose one and unless you stash the other and come back to it, that's all you get. At least now you can fairly quickly drop one to use the other then grab it again when you are done. Seems pretty fair to me.
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@ShyPirate said:
In most games I try to get 8 hooks before anyone dies. After hooking I leave the area to give ample opportunity for rescue. If I haven't found someone else when I get the unhook notification then I'll head back in that direction. I don't go out of my way to avoid hooking the same person twice in a row unless I haven't already hooked everyone twice.
After 8 hooks I will either go for kills or let everyone go. If I perceive anyone as acting cocky I will almost definitely hook them a third time. If I decide to try for kills I won't slug for a 4k unless I'm doing a tome challenge.
Since I go out of my way not to camp hooked survivors I get very upset when someone is left to die on hook (unless they clearly sped up the process) and in that situation I will go for 4 kills.
This is me pretty much exactly. It's not what I consider fair play though, I think of it as considerate play. Fair play is whatever is allowed by the rules set by the game. I play the way I do because winning or losing is not a big deal to me and camping, tunneling, and 3-gens are just a boring way to play. Slugging will sometimes find a way into my kit, but almost entirely used to avoid tunneling but keeping up pressure or to deal with altruism squads.
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Twins with the sword and fingernail reducing time to get Victor out and pounce charge.
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They spawned 6 out of 6 matches for me. Just takes some effort to find them.
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This is relatively minor stuff. Waaaay back in the day I played a game called wwii online, and they were notorious for se of their patch issues, including one where they accidentally erased your windows folder. Good times :D
Little stuff like this doesn't even register on my radar lol.
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@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451653#Comment_3451653
Wait, your username looks familiar. Did I just play you?
You were playing Trapper with a wrestling costume cosmetic or something on Coldwind, and I was the Ada T-bagging at the exit gates? And you said "bruh I needed hatch in the basement"?
No, when I play trapper, I'm almost always using the body with all the Blight goo on it...and Bruh isn't really part of my normal vernacular, lol
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@GannTM said:
Call me bias but I would put Artist above Plague.
Depends on how heavily you weight addons into that decision. Basekit, I'd give it to the Artist, but with addons, Plague is pretty easily stronger imo.
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Someone has to live to tell the tale.
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It's camping, doesn't matter if they screwed up to cause it. Is it a smart play for the win? Absolutely. Is it what I'd do in that situation? Probably not without more context, but I play for fun, not purely for the win.
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I'll occasionally just decide to throw a match if I run up against a fun and talented looper. Partially to pick up a trick or two I might not of though of, but mostly because it's fun. This does not include someone that just knows how to shift-w and pre-throw pallets. I'll farm a couple of key pallets off of them then go get some downs, but actual good loopers, hell yeah I'll throw a game for. Even to the extent that when I do down them I'll let them struggle off and chase some more if they want.
No salt in the EGC though, just thanks for a good time.
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Basically, players that are committed to tunneling and camping aren't going to change and this really doesn't help them play the way they want. However, players that don't want to tunnel and camp get one of their tools improved and help either sway them away from unhealthy gameplay, or keep playing in a healthy way.
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The only emotes I'd like to see would be the "point" and "beckon" emotes on killers. Aside from that, no thank you.
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@Krazzik said:
What is the killer supposed to do if all 4 survivors are just way better at looping than they are?
I have games where it takes me ages to get a down, gotta wait till bloodlust 2 or 3 before I can eventually get one. Clearly I can't just go for chases and play normally because there's not enough time for that, so I usually facecamp at that point. I know face-camping isn't going to get me the win, but it usually allows me to get a few more hook states and sometimes even a kill, so it's way more effective than chasing.
With face-camping getting essentially removed soon, what else can the killer do if chasing isn't really an option?
Shake your fist at the matchmaking system and hope it gets it right with the next match.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449117#Comment_3449117
Those "interaction" will not happen in any actual matches at all, especially when everyone try for win.
So yeah that's not really a great reasoning, and yeah we don't need yet another method to freely DC neither, it's already harmful.
That's absolutely false. I do this stuff all the time in my games. All you do with this is ensure that the killers that play fun and friendly never do so again.
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@betelgeuseyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448412#Comment_3448412
Not at all. Hooking a slugged survivor is not easier. A survivor can have flip flop, boil over etc. And another survivor can blind / stun the killer I've already mentioned sabotaging. Don't ignore the facts, slugging ALL survivors and bleeding them out is simpler. You can do this to the highest skilled players thanks to this MMR. That is a toxic mindset.
Skilled survivors will do the two main things that beat 4k slugging: 1) let the downed survivor sit on the ground while they finish gens, and 2) if you do down more than one, crawl away from each other so you can't realistically guard more than one.
The only time slugging for the 4k is easier is when all of the survivors play super altruistic and all jump in for a rescue. If they play smart and slam gens in the four minutes of free time you are giving them, you'll be lucky to pick up anything better than a 1-2k in which case, your aren't really moving up in MMR anyway.
If you don't guard the survivor and run off to down another, assuming that you are again playing against skilled survivors, you might get the 4k at some point, but it's going to take so much time and effort as they keep picking each other up that it would have been far easier to just hook them.
Unless a killer is just being a troll, there is literally zero incentive to slug for the 4k.
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It's natural and it happens from both sides. There will always be a "meta" and people will always complain about something that impedes or obstructs their gameplay, regardless of overall balance.
Remove all the perks, and people will complain about addons, remove all the addons and they'll complain about items and powers. Remove all the items and powers and they'll complain about the appearance of characters. It will never end.
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I have no opinion either way as I run in trash tier with survivor so I don't see nurse much, and about the only time I play her is to knock out a challenge. However I love how the thread went from "Nurse players are terrible people with no life" to "Hey here's how you can improve your Nurse games" :D
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I agree that I'd change up the perks a bit. I'd drop M&A as you don't get much value out of it on large TR killers like Slinger. Something like Tinkerer or Pyramidhead's perk would serve you better. Fearmonger will also help counter SB. STBFL is pretty huge for him. Green reload speed addon with either the green miss recovery or prison chain is a solid combo. Aside from that, put in a lot of time to practice your shots and learn what loops you can shoot across to get to a survivor and where you can take those shots.
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Yes, they said the dc bots were later this summer I believe.
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I really don't care either way, but they could just have permanent codes for each flag, so you can redeem the ones(s) you want without completely overwhelming your already bloated charms selection.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426380#Comment_3426380
People are complaining about DC's and early hook suicides while also asking for a concede/surrender button, and I am really failing to see the difference.
Generally the people asking for a straight up concede or surrender button ARE the ones suiciding and DCing. What would be nice is a button to speed up bleeding out by like 75%ish so if a killer is being an ass and leaving people on the ground for four minutes. That way they have an out vs toxic killers, but it's not just a way to get around DC penalties.
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Plague when she swing that censor and backflips a survivor *chef's kiss*
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@AdaWongSpy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422499#Comment_3422499
That’s really trifling to bad we get a penalization when we retaliate .I couldn’t have been that Laurie lmao that’s really sad you went after her the entire match roleplay a little to serious to the core
I don't think he's the one taking this too seriously.
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I generally play pretty nicely, not killing anyone until i have my 8 hooks. Often if I have already hit Iri1, I'll goof around with people and let everyone out of the gate at that point. If you mess with me getting those 8 hooks though, after fair chases, yeah I'm going to probably remove you as a problem. At the very least, you'll be the one person I make sure dies after I get my hooks.
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I could definitely see a bonus for the killer based on the number of survivors in the match that are grouped as well as a similar bonus for solo queue survivors increasing with the number of other solo queue survivors.
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@Sandt21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421116#Comment_3421116
At this point, I have to ask, what killer playstyle isn't " annoying"? Because outside of loop simulator, survivors seem to hate every killer strategy
I mean yeah, it works both ways though. A lot of Survivor strats are "boring" or "annoying" as well. Holding W and pre-dropping, stealthing, gens before friends. It comes down to people complaining over anything that makes the game more difficult for them. There is stuff that is actually oppressive that should be dealt with: hard camping/tunneling/3-genning from the start of the game, actual genrushing, but there is a lot that's complained about that is perfectly fine. A lot of folks on both sides need to get over their main character syndrome.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421144#Comment_3421144
Sounds decent tbf but really boring and I would think unreliable. Sometimes the killer is within 36m of you but not necessarily about to go after you, perhaps someone else. Or they could have an info perk or see you from a distance before you have time to hide. Idk I see what you're getting at but in general I don't think hiding is so extremely reliable, and could be risky if it ends up wasting much more of your time than the killer's
All good points and I would mostly say yeah, it's not 100 percent, but I personally feel there really shouldn't be a given 100% counter to any strat on either side. That would actually make it very boring for me.
The reason I don't find it boring is the element of risk. Trying to time when to let go of the gen so you don't bail when you don't need to but also don't stay on too long and get caught while also trying to time it right after a skill check so you don't get the dreaded check as soon as you let go causing an explosion. Hiding a foot ot two away from the killer or creeping around a barrel or the gen itself when it takes just the smallest mistake and you'll get spotted. Learning how to best work around their FoV. I find that stuff fun as hell.
Distortion helps with the info perks and with as much time as you spend in the killers TR, you almost always have a token to use. Picking the right gens to work on and which side you work on them so you are covered from the most likely avenues of approach. Having a couple of escape routes planned with stages of hiding spots. All of that goes into making it work..and yeah it doesn't always. Sometimes you zig when you should have zagged, sometimes the killer does something totally out of left field. Sometimes your head is angled in just the wrong way that the killer catches a glimpse of it. Uncertainty is what keeps it interesting.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421116#Comment_3421116
What do you do about it in solo?
Go immersed is the easiest solution. This is one of the reasons Spine Chill is still in my kit. If I see the killer is doing HnR and that icon lights up with no one in chase, I know to dive for cover. HnR depends on the killer finding survivors quickly and being able to chain hit after hit to keep pressure up and not give them time to breath. They can't afford to spend 30-40 seconds searching around a gen for an immersed survivor. And by the time they find you, you can often have set up an escape route so you put them in chase any way, wasting more time of theirs.
This is part of what I'm talking about. I love hide and seek as a survivor but it annoys me to no end as killer. I can't run a killer for three gens, but I have wasted three gens worth of a killer's time while they keep trying to catch me on a gen.
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HnR is fine. Is it a style that can be annoying? Sure, but it has reasonable counterplay and survivors still can play a game out. I don't condone hard tunneling or camping at 5 gens because it basically leaves at least one survivor without anything to do for most of the game except hang on a hook. 3-gening at the start of the game is something I also don't condone as there is little counterplay (understand I'm looking at all of this via solo queue). HnR on the other hand can be defeated by solo queue with reasonable play.
There are many playstyles in the game that are "annoying" or "boring" for one side or the other, but that doesn't mean they aren't valid styles of play. I like chases, but if this game was nothing but chases, I would have lost interest a long time ago.
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I know I play this way. Once I hit Iri, I start grinding challenges. Once I get the challenge out of the way and get a hook on everyone, I just start goofing off with everyone. Makes for much more fun matches.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419330#Comment_3419330
Give it time. People were blaming survivors for not adapting last time DH got nerfed and celebrated the perk being finally balanced.
All people need is a single instance of another exhaustion perk extending the chase juuuust enough to trigger them and we'll be back at square 1.
Just like regression perks. Anytime either side sees something that annoys them they start asking for nerfs. It gets nerfed and then they look at the next thing that annoys them.
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My catch-all is Lethal, BBQ, PR, and Deadlock. Swap Deadlock for Jolt on M1 killers.
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Depends on a lot. Just in general, my games are 3k, let the last out via hatch/gate (someone has to live to tell the tale lol). Survivor behavior doesn't really bother me with the exception of being a crappy teammate to each other. Sandbagging, leaving a survivor on hook that can easily be saved, dropping a pallet on a survivor I'm chasing and trapping them with me will all earn a guaranteed sacrifice. DCs or unaliving on hook means I'll generally go for putting everyone on death hook and letting them go if it was early enough and created an impossible situation for them.
AFKs, I'll usually hold back and give them until three crows. Then I either hook them or if a loss doesn't hurt me too bad on pips, I'll "backpack" the survivor. Throw them on my shoulder and start goofing around with the rest of the team. I'll even kick them out of the gate at the end as their bewilderment at getting out amuses me. Items will sometimes buy a pass depending on how I'm feeling, but too many survivors just pick it right back up again, defeating the point. If I have a challenge that requires a 4k or I need 4ks for my final pips in Iri ranks, the all bets are off.
As survivor, I never bag, and I'm out of the gate asap. I'll stick around long enough to ensure that everyone that has a reasonable chance of getting out is out, but I don't need to interact with the killer before I go next.
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As said, there is no silver bullet solution. Complex problems require complex solutions. That said, the biggest change with the most impact BHVR could do is implement global speed caps on everything - gen progression/regression, healing, movement, totems, gate switches, etc.
By capping how quickly (or how slowly) these things can be done, you create the ability to level the field in terms of balancing perks, add ons, abilities, items, and such. You no longer have to balance these with the worry of how they can be abused by stacking, just the context of how useful the ability itself is. It also lends itself to more variety in builds as you have less min/maxing for a specific effect as you have multiple options that do the same thing with the same limit.
You'll also have to address instant abilities like Jolt, and BNP so that they fall into similar limits, but if you can get caps on the rest, it makes it easier to create a standard to work from.
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Do you find yourself often the last one left with 0-1 hook states? Might be a sign you are playing a little too immersed and it might work out better for your team if you take a chase or two, or provide some body blocking off the hook if the killer is tunneling. It's something I'm working on.
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Optional? Sure. Wouldn't use it but I don't mind an optional tool for everyone.
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I don't think RNG should be removed, but the extreme and problematic possibilities need to be fixed/removed. Things like totem spawns that are essentially out in the open, ridiculous three gens, hook spawns that either have multiple hooks within spitting distance or miles apart, tile spawns with long continuous chains of vaults and pallets or massive dead zones.
Fix the things that make RNG so infuriating at times for both sides, and it's fine.
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Agree 100%
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Lethal has greater use than just getting that first chase though. I can usually see exactly who is going where so I can often disrupt multiple gens by planning where I want to push the first chase. At the very least, I usually know exactly which gens are being worked on at the start so after I get the first hook or break chase, I can immediately shift to the next most endangered gen.
Both perks can have large ripple effects. You just need to pair the right perk with the right killer.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400257#Comment_3400257
There are 4x as many survivors. Obviously there's a higher chance of someone dcing for a stupid reason. A killer is just as likely to DC the moment they realize they are being outplayed. I'd say there is at least a 50/50 chance of the killer rage quitting when the game is one sided. I see it happen all the time despite being a solo queue player. I have no idea how you've only seen 9-10 killers DC. How many hours do you have? I've seen half of that in the last week alone.
Coming up on 1300 hours. I play killer more, but I'd still estimate 400-500 games as survivor. I get the 4 to 1 survivor to killer ratio, but I likely have at least around a couple thousand games as killer and it's very conservatively a survivor every third game or so. That's a 1 in 12 ratio vs 1 in 40 to 50.
Now, it may absolutely be an mmr thing. My MMR on survivor could be lower than most of my killer MMRs and that could be the disparity.
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@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400257#Comment_3400257
That's only because there's 4 survivors and only 1 killer.
Way more likely to have the dc be a survivor than killer just because of numbers.
And I still see a LOT of killers DC'ing at the slightest inconvenience. Even when they've been playing like sewer pipes they still have the nerve to disconnect.
Yeah, that doesn't even come close to accounting for the disparity I see.