Memesis
Memesis
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- Memesis
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899305#Comment_3899305
And 110% Huntress and Slinger aren’t bully material for noobs? Huntress has afar lower kill rate at low MMR than Blight. So that means even noob Blight players do better than noob Huntress’s.
Either Blight goes to 110% or Huntress goes to 115% literally makes zero sense for him to be 115 and her be 110
Im not against that at all. 110 killers are an outdated design in my opinion.
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Well, that answers my question. Not coming back for this game mode again.
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This change makes no sense. Making him 110 only makes him bully material for newer killers and experienced blight players will still be as oppressive as before with no difference at the top level. Awful idea. If you want blight nerfed, then simply nerf his movement speed, number of tokens, fatigue duration, what have you
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Im pumped for YouTube to explode over it and the downpour of new players. I hope it's handled maturely, like the early days of fnaf when the series did not feel kid-friendly
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898391#Comment_3898391
Not entirely true. All killer grabs are dependent on survivor ping.
I acknowledge, that this is by far the lesser evil than the impact a bad killer ping can have, however, it is an aspect to take into account.
True but this happens even with good ping. At 30ms I still get grabs canceled as killer with no hit to compensate. I dont even go for them anymore. And if the killer has bad ping, the unfair hits far outweigh this loss
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Bless. All good changes
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Ping issues are always killer sided, that's the problem. If the killer has bad ping, they feel virtually no issues with connecting hits on their end, but survivors see themselves hit around corners, after vaults, the works. All players are actively punished for having good ping, while only killers are rewarded for having bad ping.
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Unknown was well received, but everything else after dredge was a dumpster fire imo
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Im all for this. Any player with bad ping should face the negative consequences, not the other way around. If that means the killer may miss every once and a while so be it. Your network issues are your burden, not your opponents
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Vecna and Dracula seem promising, but dont count on any of the others any time soon, especially pinhead
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They pity buffed her with a 24 meter terror radius, which will no doubt be taken away when hookicides increase again
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Lightborn go brr
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@ThatRyanB said:
That's a good question! Chucky exists in an interesting place where he has aspects of a stealth-focused Killer (as you mentioned), but also has strong mobility with his dash. A 32m terror radius mirrors the balance he has between these two facets of his kit.
Were there considerations for onryo and wraith?
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Game afoot, then chase Jill until she's the obsession pair it with rancor enduring and spirit fury. Very fun if the Jill has a good sense of humor post game
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I remember when everyone was panicking when this perk was on the PTB. Turns out the few people who said that no one would run it anyway were right. I see far more Reassurances, which is saying something.
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But then I wouldn't be able to kool aid man through a wall as nemesis :(
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Nerfing tunneling is not a bad thing. However, we need more perks or basekit features akin to pain res. I would love tunneling to be nerfed to ground as long as unique hook states are properly rewarded.
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Do your worst, Lightborne is now a permanent quarter of my killer builds.
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This wont be an issue because they also will nerf slugging itself. Calm down people
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If the only people upset about this change are survivors who cant send the killer to eyrie, badham and garden of joy, its a good change.
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Same survivors will tea bag until the egc timer hits the last second or until theyre pushed out. But a mori on the last survivor? Thats apparently a problem. Can dish it out but cant take it.
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Lol force of habit, my bad
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Theres been a huge difference. I can actually play killer with normal que times in the evening, definitely not the case before they made these changes. Most survivors are playing streamers and anniversary cakes which is nice, along with more motivated and eager teams that don't throw the game and dc at the start of the match.
I kinda wish they would just keep it like this permanently. I can't really tell if the que times for 2v8 were improved but there's a tremendous improvement to 1v4.
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Nemesis and Jill or Chris
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@DragoUzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883144#Comment_3883144
I crouch behind pallets (at the high point.) I do the counterplay but i still get hit even when I 100% should not be getting hit by it
I just want it where the whip can't go past pallets, then he would be so much easier to go against
its like an m1 killer but with crazy range, you can't go against itNo, by that I meant you fake throwing the pallet and keep running. You can't crouch the thrown pallet similar to how you usually can't crouch to avoid a huntress hatchet readied right before you dropped it. You CAN however, crouch behind various obstacles that shield your hitbox from the tentacle strike from above. I suggest you try some matches of Nemesis and observe what most survivors will do against you to learn it easier. He's free to play right now too!
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"Dwighted" lmao I cant. I love it. I imagine Nemesis in a white shirt and tie with glasses.
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I absolutely love it too. I just wish I could play killer right now without waiting half an hour.
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Don't do that, don't give me hope.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884187#Comment_3884187
What if it's the sinister voice of the evil resident themselve?
"There sure is something Evil going on at this Residence"
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Would absolutely be worth at least a PTB experiment. The health of the game would be improved quite a bit from the majority of players now experiencing both sides regularly
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Honestly, this should have been on release. I also would have been happier with a mori inspired by Brad's death by nemesis tentacle through the face.
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Like knights remote kicking? It'd be nice but if time and resources are being put into Nemesis I'd seriously prefer something, else.
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Its been there for every resident evil chapter release. It comes from the classic title screens of the original games. A sinister voice, who's never been named as far as I'm aware, would announce the name of the resident evil title when hitting the start button. Its just paying a little homage.
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@jamally093 said:
So I can tell the dev never bothered to figure out 2v8 with Wesker because what a surprise I'm soft locked carrying a Claudette at the time of writing this I can break anything, use my power, vault or anything thought maybe a stun or flashlight would work as the game is thinking I need to hook her but nope not that either I'm stun immune and can't be blinded so basically I'm stuck waiting four minutes just to see that BHVR never tested Wesker in 2v8.
Update: I was forced to DC because the timer ran out but I couldn't do anything so basically I get a match making ban because I wasn't able to do anything and had to DC instead of waiting 2 hours for the server to shut down
👍️Exact experience I had
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It seems to come back for every resident evil chapter/event
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Another sad design detail is that nemesis in the original resident evil 3 was left handed. He punched and grabbed with his left hand and tentacle attacks came from his right hand. This is because the original design of nemesis clearly shows the mutated ne-alpha parasite running from his neck, around his shoulders down to his right hand.
In gameplay all this is all reversed :(
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@OnryosTapeRentals said:
Dracula might have 3 powers but they're all relatively intuitive to play against. It takes a couple of matches most of playing against Dracula to figure out what each of his forms do:
- Hellfire is a medium range attack that functions similarly to other killers (Nemesis, Pyramid Head, and Xeno). It's well telegraphed, the range is clearly visisble, and the SFX and animations make it clear what you got hit by.
- Wolf form is a dash attack that functons similarly to other killers (Wesker, Blight, Demogorgon, Houndmaster). Again, it's telegraphed, and clear what you got hit by.
- Bat form is the only power he has where it isn't super obvious what is going on and requires knowledge of how the killer operates to counter. But I'd say it's evened out by the fact he's pretty noisy as a bat, has a lullaby, and his teleport is well telegraphed.
Odds are if a survivor doesn't know Dracula, they've at least played against one of the other functionally similar killers and can quickly clock on to his similarity and engage in the counterplay. But Skull Merchant is a complete oddity in the roster. There is no killer like her so the counterplay is novel, and none of her kit was intuitive or well telegraphed.
Loading in as a new player against is her like:
- "Okay there are Drones that give me a little triangle on my HUD when I get scanned, but other than that I have no idea what they do." —> "Oh never mind I'm injured, broken, and hindered. —> "I best try to hide" —> *gets found straight away because the game doesn't make it clear she can see your location on a radar*
- Later in the game… *gets grabbed off a generator with no warning* because unlike the other stealth killers she has no tell that she's Undetectable (Myers' breathing, Onryo's lullaby, Wraith's grunting and partial invisibility, etc.)
- And to make matters more confusing, *constant second guessing distances in chase and confused about why she's catching up so quick* because a teammate is getting scanned across the map but the game doesn't clearly indicate what's going on so you're just left wondering "What am I doing wrong?"
Of course I'm exaggerating somewhat but the jist of it is that she was just overwhelmingly confusing for DbD's (primarily) casual and inexperienced audience. And it didn't help that her players garnered themselves a bad reputation by playing in some of the most disliked ways.
Her individual power(s) might not have been all that great, the problem was they weren't intuitive to play against.
You hit the nail on the head! Perfect understanding of her problems explained perfectly. I hope she gets a proper rework though.
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Nemesis has plenty of counterplay. You can approach playing a pallet with the same dynamic as you would huntress.
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I noticed they love doing that from the bottom to the catwalk on eyrie
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Id love a polar opposite map on the boneyard realm. Dark, unsafe pallets, small, you would never see the crows eye again even if eyrie wasn't changed.
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Or we could just, rework nurse.
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I think op is talking about that mechanic where when a survivor vaults and waits on the other side of the pallet/window, Wesker can hit them at the end of his vault. It's still there but the hitbox is tiny. Survivors only need to move a little out of the way after he vaults for them to vault back safely.
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Hell no. With that many survivors I'll be tier 3 before the first gen pops
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@Leon_Loves_Cheryl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881878#Comment_3881878
It's still content that's already made and can be sold for a premium. DBD is a live service game; adding content that's already done means less work, more money, and more stuff for players to play with.
The same could be said about the emotes. But do we need those? Absolutely not
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If you don't like killers that are good in chase, good at controlling gens, or good at dealing with pallets, then you find all "strong" killers unfun. If you only have fun against weak killers with no mobility or chase potential then why play at all
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This isn't a matter of balance between swf vs solo or killer to killer. This is a map balancing issue. If you're an m1 killer and load in to eyrie, badham, garden of joy, or hawkins and the survivors are at the minimum somewhat efficient on gens, you get the scenario op states of losing 2-3 gens the first chase, and the rest by the time you have 3 or 4 hooks. You just lose
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The mobile moris looked.. off. Kind of cheap in a way. I'd rather bhvr just make new ones
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@[Deleted User] said:
Ive unfortunately taken a turn down the dark path. It was the crystalline, not my programming.
It wasn't programmed to harm the crew
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Lightborn, agitation, pain res and bamboozle for chill games.
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General terror radius at all times for either killer, unique actual chase music for all killers.