Man_of_triangles
Man_of_triangles
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- Man_of_triangles
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Decisive Strike is good if it is used in the correct location, especially with the right exhaustion perks equipped. However, it's an anti-tunnel perk, and Off The Record is generally better. Most people don't want to run two anti-tunnel perks.
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Unknown is much stronger because he doesn't have any counterplay - the game doesn't care if I'm looking at him, much like Ghostface.
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I stopped playing her after a few matches because of how clunky placing the crows could be. As a survivor I have no opinion on her because she is so rare that she isn't worth thinking about.
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It's "where did the survivors spawn" and "how many skill checks did the gen jockey randomly get" sided.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684106#Comment_3684106
If you know what it means then why ask what is it?
The statistic is not pointless, aim for a 2.5 average. Aim for sometimes a 2K, sometimes a 3K with anything less and more being less common than those 2 outcomes.
If killers are "veering wildly" then there's a problem somewhere. In that case my best guess is it'd be matchmaking and survivors giving up at the slightest inconvenience.
It's almost always a 4K, a 0K, or a 1K with the guy getting tunneled or camped while the gens fly by. Almost never does a match feel balanced and like either side could win.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684061#Comment_3684061
It's an average. Basic math should let you know what that means.
I know what it means. My point is that the statistic is pointless. If the killer is veering wildly between 4 kills and 0 kills then that doesn't mean we say it's 2.5 and we should be happy.
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What the heck is a 2.5 kill?
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The game is fundamentally set up so that the killer either kills everyone by snowballing with a slug party or early kill, or he kills one person by tunneling them, maybe another by camping them at endgame, and the other two get out. Elsewise all 4 get out.
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Adrenaline is far from the most problematic survivor perk right now. With that said, I wouldn't mind seeing it changed so that they don't get healed off the hook at endgame. Basically forces you to tunnel because if you're chasing someone who isn't dead-on-hook at endgame, you are never getting them.
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Please change the survivor meta of making it literally impossible for me to hook people.
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I assume it's because it is not fun to be disabled for any amount of time.
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Yeah, it's probably going to take me so long to get this done that the tome will be over by then.
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BHVR wants it to be possible for a killer to beat a 4 man SWF that knows how to play. Unfortunately, if it is possible for a killer to beat that group, then it is impossible for a solo queue team to beat that killer. The disparity is that great.
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You either play 4 man SWF or you play killer, solo queue is completely dead.
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Mass slowdown is mandatory if you want to play without camping and tunneling against decent survivors, which is why I use them. Of course, most will still do those things because it is the optimal way to play.
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That's what the game has become over the years. The horror is gone, the core gameplay of doing generators is no longer as appealing as it once was, especially once you play other, unfortunately ill-fated games in the genre. So now most people just want to loop and stun.
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Literally unplayable in the current state. Killer has been fine.
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At least half of my matches have the killer tunnel everyone. They don't even stop after the first kill, it's just 3 hook the same person, then 3 hook the next one. They also camp because they know that the survivors will always go for the save because the match is boring otherwise, and since at least 75% of all matches are on Midwich nobody can find the generators anyway and it takes an eternity to punish the killer for camping.
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You could give them the option to walk around the maps by themselves, for one. Currently that is a treat purely for people who have friends willing to sit in the basement as the killer.
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@Marioneo said:
Suicides on hook to avoid the DC penalty needs to be removed
If you did that they'd just go AFK and let the killer keep rehooking them. You can't force someone to stay in a match.
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I'd like it a lot more if I didn't feel like I was being forced to bring Windows of Opportunity and Off The Record every single match.
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Funneling the player into zombies is more of an RE2 remake Tyrant thing, Nemesis barely interacts with them and is usually not on screen if standard enemies are on screen. A proper adaptation of Nemesis would have him as a fast melee bruiser, like Oni without the instadown, who occasionally gets to break out the big guns (literal guns), not a guy who slaps you with a tentacle from across a pallet or cooperates with zombies.
My guess is that they figured this was the only RE chapter they were getting (Chris and Claire wouldn't have been legendaries otherwise, they would have saved them for Project W) and they decided they wanted zombies in their sole RE chapter.
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It would just be used to force a NOED or Devour Hope on every match, which would in turn just force the survivors to run some anti-totem perks which would be especially punishing for solo queue in which you don't know what your team is bringing.
The only situation in which a new perk slot should be added, to either side, is if it is specifically for a new type of perk made purely for that slot from the ground up.
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Windows is basically essential for any survivor who isn't a 10k hour never-took-a-break-for-even-a-single-chapter survivor main to last more than 20 seconds in a chase these days. Meanwhile aura reading perks are very oppressive and the only counter is a perk that not everyone even has.
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Unlikely. While the perk is broken on a top tier survivor it's also mandatory for most of the playerbase to last more than 20 seconds in a chase.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663931#Comment_3663931
You can do that if you want, you jump into a solo custom match with a heap of slowdown perks, you slug the bots and presto uninterrupted map time. Wander to your hearts content.
There are some great old diagrams showing how to run an LT wall etc, as survivor you want to run it one way, as killer you want to try and interrupt that and run it the other. I'm sure you already know this with 2000 hours but its all there.
Helped me a lot when I first started, I still go down in 20s from time to time but not as often as I used to.
It would need to be as a survivor.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663911#Comment_3663911
Your point is solid, but there are some shortcuts.
Someone have posted a video explaining the map. It's very helpful. It is the best teaching material on how loops to utilize.
It's really not enough. I've been playing on and off since launch and have nearly 2000 hours and I'm still going to go down in 20 seconds or less to an M1 killer. That will be the case until the day I'm allowed to spend dozens of hours walking around the map, alone, in a 1 man private match with no pressure or stress.
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The vast majority of the playerbase can't loop at all since it is unintuitive gameplay and the only way you could really learn how is to spend a thousand hours watching streamers play. Virtually everyone is a "weak link" unless it's a sweaty SWF.
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@sinkra said:
This would only be true if killers were on average better players than survivors, which is highly doubtful. The problem is they're balancing the game for coordinated high MMR SWFs on coms and not taking into account low-mid mmr solo q which is where most their playerbase is.
Killers absolutely are more skillful than survivors on average. The primary reason for this is that killers are the reactionary role. The survivor has to learn how to loop, the killer has to learn how to counter it through mindgames and other tricks. If the survivor has no idea how to loop in a part of the map then the killer basically hooks them for free. Now consider that there is no training room in this game, no option for the survivor to really learn the loops, and that they're only going to be getting chased 1/4 of the time in their matches and most of them are naturally going to be terrible at the game. This also means that the killer is going to have an easier time learning how to play through public matches, as they get to observe what survivors do and try to counter it, but survivors have to first have all of this tile-chaining map knowledge from the get-go. It's kind of like a fighting game without a training room.
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I believe they consider every major licensed chapter in the game to be Big L. They said Silent Hill was an iconic franchise that had "marked the world of horror since its inception" or something like that, which I'd argue is true, but it wasn't quite on the level of what people were expecting since previous chapters had not been hyped up as licensed ahead of time. Truth this, this game hasn't really stooped to C-listers yet, and I take this "Big L" hype as just a confirmation that the game isn't going to stoop there now either. In other words, it's not M3GAN, some other flavour of the month, and probably not a relatively unknown but classic IP like Clocktower.
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Nurse isn't fun to play, win or lose. You'll end up switching to a strong but not as strong killer that is actually fun.
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The weak killers are actually more effective at lower MRR than the stronger killers because they have lower skill requirements and nobody who plays games other than DbD knows how to loop, so even a trapless trapper will get easy downs at such ranks. The game is balanced around people who barely play the game, and those people are more likely to be struggling against Trapper than against baby Blights.
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A year ago, a perk was added that gives a 2% movement speed boost but only if you take the time to set up a boon, stay within the boon's radius and the killer doesn't snuff out the boon. Now there is a 3% movement speed boost with an extra endurance effect and it works as long as you're injured (which will always happen and isn't a sacrifice) and don't run exhaustion perks that burn out early in a chase.
As for Bloodlust, it's so irrelevant that I had to go out of my way to get it so I could do that "use invitation to expose survivor while you are bloodlusted" challenge. Killers will be lucky if they get a single hit from Bloodlust all game.
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Movies: The Thing and Alien, mainly, but wouldn't say no to Jason, Chucky and many others.
Games: Amnesia, Clock Tower, System Shock, I'd say Dead Space but it may encrouch on The Thing.
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Whole game is built around relative differences in speed and trying to maintain/close distance, so a 2% speed boost is overpowered, needs to be tied to a boon the killer can snuff out in order to make it fair.
One year later, 3% speed boost for free with no killer counterplay is completely fair, and let's throw in some endurance upon healing while we're at it.
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Just be honest and admit you want every single killer perk to be terrible. Killers use slowdown perks because it's necessary, especially with every survivor running ridiculous endgame builds now. Nobody actually enjoys running them, but they're a necessary evil. And nerfing these perks isn't going to stop killers from running them, because they are essential to function.
"when survivors use a perk often it gets nerfed"
Every major powerful survivor perk, even ridiculously overpowered ones got to keep their strength for years, and in some cases like Dead Hard were repeatedly buffed for quite some time. The original Decisive Strike let you break out of the killer's grasp for free once per match (so 4 times per match) with no meaningful counterplay so that a killer could potentially get d-striked 4 times before his first hook. This lasted for 2.5 years before the perk got reworked. It is killers who are used to their perks getting nerfed every few months. Do you think killers would ever get a perk like Made for This and have it actually make it to the live build?
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Players don't care about what the developers consider a win. If four people are teabagging you at the exit gates then you lost, no matter how many hooks you earned. Killer players will always want kills.
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@KerJuice said:
The narrative needs to change from Survivor vs. Killer to EVERYONE vs. SWF’s. SWF’s are the real problem…
What do you mean? SWFs certainly cause balance problems, but I don't see any solo survivors any less "entitled" since they need all the help they can get.
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This only works in games that restrict the same character from appearing twice in a match. And that have much smaller rosters. DbD was built around survivors being skins and can't go in the other direction even if the devs wanted to do so.
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Survivors were babied for years while killers got used to being abused. As a result, if survivors get nerfed, even if killers are getting nerfed in the same update, then survivors will act like babies. Remember that it took 2.5 years to rework Decisive Strike, which originally simply let you escape from the killers' grasp simply for hitting a skillcheck with no counterplay on the killers' end. Do you think killers would be allowed to keep that perk for 2.5 years? Closest thing they had was the machine gun, which required two perks and it lasted a month at most.
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@stonedchoo said:
I’m just tired of all these ridiculously nerfed perks (survivor main). Ever since they changed the DH, I haven’t put much love into the game anymore.
Survivor perks barely ever get nerfed, and even when they do it takes forever and is done incrementally. Dead Hard will still be one of the most used exhaustion perks even if the new hook requirement nerf goes through. Meanwhile killer perks get dumpstered so quickly that killers are used to completely changing their builds every few months. Survivors have never had to do that. At most they've swapped a Decisive Strike for Off The Record.
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@WeakestNurseMain said:
People will stop complaining about solo queue when survivor becomes fun.
The reason why I've always predominantly stuck to killer is because with survivor you're wasting 3 minutes of m1 holding per 1 minute of fun. completing gens needs to be more interactive, 20 seconds of M1 holding per gen would be fine in exchange for 60 seconds of running around getting parts for your gen and evading the killer.
This is Dead by Daylight 2 stuff. I don't think the core survivor gameplay will ever be that interesting, and I don't think most of the playerbase wants it to be. They like that they spend most of their time sitting on a gen not interacting with the killer. It lets them focus on other things, like talking to friends. Streamers particularly like it.
Not me. I only play DbD for killer these days. Always engaging, even if it can be frustrating at times.
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Most wanted would be Clock Tower. After that, A Frictional game like Amnesia, or System Shock would be cool. I'd say Dead Space as well but then it would kind of overlap aesthetically with The Thing, my most wanted license in general.
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Over 90% of all games go like this: if the killer sees you first, you go down, no matter how long it takes, and then you get camped and tunneled into oblivion. Why sit through that?
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It's fine against killers with chase power. It's only unfair when you're playing a killer that already struggles against basic tiles.
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While Nemesis is pretty boring and not a very faithful adaptation of the game character, he's a fully functional killer who gets results and is practically the last killer on the list likely to get any reworks outside of maybe zombie AI improvements.
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Even if 100% of killers managed to successfully bait and punish Dead Hard 100% of the time, so that no survivor had ever actually gotten any value out of Dead Hard, it would still be awful for the game's health simply because it takes a game that is all about distance, and the killer attempting to close the distance so they can strike, and turning it into a game of walking behind the survivor and waiting for them to press "e" before you are allowed to hit them, or hoping they press it late. You're now imagining a Halloween movie in which Myers has caught up to a victim but isn't attacking them for a few seconds, instead he's just following behind them at a brisk pace and not stabbing them for any particular reason.
I think if most new players were exposed to Dead Hard they'd just uninstall the game on the spot for ruining their killer fantasy. The playerbase only tolerates the perk because it was added a year into the game's life and has been part of the game for almost as long as it has been alive. This perk should never have seen the light of day.
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I think Decisive Strike was intentionally unjustifiably nerfed to promote use of Off The Record so that BHVR could say they changed the "you need to run perks just to not get tunneled out of the match immediately" meta without actually having to make any real changes in that area. Like how gen regression switched from passive to being centered around kicking gens, but ultimately it's all still gen regression and gen rush perks. I see Decisive Strike being bad as a feature, not as a bug, so I don't expect it to be corrected.
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Camping can only be fixed by player bevaviour. Don't go down next a 3-gen, and don't brazenly run around in front of the killer, making it clear you want to do a hook save and aren't doing generators.
Regression perk spam can only be fixed by changing the balance so that they aren't necessary and so that other perks can give similar levels of value. And, of course, stop giving survivors perks that let them rush gens even faster.
Tunneling can only be fixed by fundamentally overhauling the game on a level that BHVR has never even dreamed of. It will never happen. The game is fundamentally designed around tunneling and it is the way the game is meant to be played.
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There has never been any reason to be particularly optimistic or pessimistic. The game is the same as it always is, one step forward, one step back.