Avatar

Mentally_Mechanical

Mentally_Mechanical

About

Username
Mentally_Mechanical
Joined
Visits
497
Last Active

Comments

  • @MaTtRoSiTy said:

    Occasional stealth can be a tool when you need it but I find most people who care a lot about stealth in the game will actively avoid chases in any way possible, which means their team carries the burden of killer aggro.

    I have had stealth players brag in post game chat that 'the killer didn't even hook me' as if this is a good thing, when the reality is if they took a hook state the team may have gotten out.

    That's not the type of stealth I'm defending. Yes, getting an escape without being hooked can be pretty impressive as long as it's not a hatch escape, but more often than not leads to what you mentioned of their team having to take more aggro.

    The stealth I am defending, and how I prefer playing myself, is avoiding chases to do objectives, while also using the fact I'm usually uninjured and unhooked to give the killer something to focus on. One game I had earlier last night, I was doing a lot of heavy lifting on the gens while my team were otherwise occupied, while diving straight into the fray for protection whenever I could. Two people on death hook got out because I was able to take heat off them when they needed it, because I was able to save my hook states for when I needed to use them, and doing the objective all the while. That's what I find fun, and why I wish stealth was even just a touch more reliable.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681006#Comment_3681006

    I don't know, it only gives a bubble up of someone up to 40 m away from you... I don't see that as too much information... During the time it takes you to go there the guy that screamed can be God knows where.

    It also interrupts their current actions and gives them a 30 second blind, all for opening a locker. That's why I say it gives you too much for too little, you do a simple action and get quite a fair bit of value that only goes up with certain builds, compared to something like Nurse's where you have to actually injure a survivor and catch them while healing, and all it does is show their aura to you.

  • @[Deleted User] said:

    Stealth is mainly obsolete because games go way too fast (at least from a Killer's perspective).

    That's another problem, though that tends to apply more to stealth killers than it does survivors. Lord knows how much I want to enjoy Ghostface only to get annihilated by gens and good loopers.

    Some of my favourite times as survivor were from stealth plays paying off, like one time I hid while a teammate was healing and could pallet stun the killer to protect her, or when I ensured another teammate could escape (and get her adept, bless) even at the cost of myself because the killer wasn't able to find or keep a chase with me, which gave me plenty of opening for protection plays for as long as I could.

    Similarly, stealth killers like the aforementioned Ghostface are (or would be) my favourites because I heavily enjoy being sneaky and tactical, if it was actually reliable to do so.

    I'd love if games could slow down and actually, thoroughly reward being smart by using your own skills to win, with less handholding on both sides.

    PS I still think scratch marks and some loud noise notifications simply should not be a mechanic, at least how they currently are.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680985#Comment_3680985

    I don't know about that, I think information is far more healthy for the game than Gen regression... And perks need to have some effect, and since the different effects they can provide is rather limited I would rather have info perks than regression or game delay perks.

    Both are good in moderation, having a good spread of delay, info, and gen perks is good for everybody.

    Perks obviously need to have effects, that's a given, but how they do so is incredibly important for the overall balance of the game. Using info perks, Nurse's Calling shows you auras of healing survivors within a certain distance, that's good. Nowhere To Hide, shows auras in a radius after kicking a gen. If this was restricted to a radius around the gen, it would be good. Ultimate Weapon, open a locker and having survivors in your terror radius scream and gain blindness, with a long upkeep time of 30 seconds. That's not good, because it gives you too much for too little.

    It's not a matter of what they do, it's how they do it and how you obtain its effect.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680949#Comment_3680949

    Game sense is alright to know the direction the person is in but when you are hiding in the bushes in the outskirts of dead dawg or god knows where it will not necessarily help you out. Also tracking perks get almost completely outclassed by distortion and calm spirit.

    True, and situations like that are why I'm not advocating for the wholesale removal of information, though I am saying the amount of info should be toned down a bit on both sides. What I take umbrage with most are scratch marks and certain loud noise notifications, such as unhooking, for completely different reasons on both survivor and killer.

    Info is too cheap now, when it should be something you earn.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/408706/stealth-is-undervalued

    Stealth is peoblematic in the sense of avoiding interaction with the killer, because he needs that interaction to down you and therefore achieve is goal. So if it was too effective you would basically be unable to play as killer. Besides the obvious point where stealthy survivors are on of the most annoying encounters you can have, as it makes you feel useless while walking around not finding anyone.

    Besides that it can also be a disadvantage for your team because by avoiding interaction with the killer hooks will not be shared evenly therefore making the tunnel way easier or even required because if you can only find 2-3 survivor as the 4 th one is just hiding the entire time you try to find him you might as well ignore that guy.

    So while some people may find the playstyle interesting it is boring for the killer and a sub optimal choice if you want your team to succeed, at least in some ways.

    Good points, though I will clarify that I don't avoid killer interaction at all times, just to make sure that's known. I absolutely work with my team to the best of my abilities, I'm just not one who wants to lead a chase unless necessary. However, when it comes to having a harder time finding survivors, I (again, just personally) actually prefer finding one just through game sense and intuition, rather than the game basically pointing a big red arrow at them. I've had times where I found a surv I had absolutely no rights to, just because of something like scratch marks.

    @TieBreaker said:

    Stealth still has it's place in the game and can be the right choice in certain situations. But yes, it has become weaker over time. There's a lot more aura reading perks than there used to be, scream perks are more numerous (Ultimate Weapon being the best currently), and new maps are usually much brighter than the older ones.

    I'm more than happy to have stealth players on the team, assuming they know how repair generators and are willing to go for unhooks and body block when necessary.

    That's exactly how I feel about it. Stealth still exists, absolutely, but it's been weakened so hard by perks, mechanics, even the map reworks have shot it in the head a few times, for both sides (RIP Trapper). I see so many people say that anti-stealth perks are great and that stealth has no place in this game, something I vehemently disagree with. This game started as a horror hide-and-seek, and I don't want that taken away any further than it already has been.

    I think my overall point is that stealth as a playstyle should exist and be on equal terms to more aggressive, chase-oriented ones, but lately It's been overly favouring chases. Something I hope will be rectified someday.

  • @PreorderBonus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679623#Comment_3679623

    It makes sense for some killers, like Unknown, not to be able to see Weakened progress from survivors because otherwise, they'd be able to tell if a survivor is staring at them.

    But killers like Plague, Onryo, or Pig have these handicaps with no good reason other than "they might tunnel". Killers already tunnel anyway, so it only reduces the versatility of their kits. Killers with these handicaps also happen to be B or C tier too.

    For Plague I feel like it's less of an issue, since infection progresses automatically, you can see when they become fully infected, and you can hear when they cleanse. For Pig and Onryo though, I have to agree, mostly because those two are pretty weak. Onryo's counterplay is far too easy to pull off, and Pig only has limited traps that more often than not only do a little bit of slowdown (which I massively disagree with being their intended purpose, they should still get kills) Coincidentally, those both were affected quite heavily by nerfs outside of info, so that's probably why they suffer more.

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679721#Comment_3679721

    im not referring to the time when the devs thought it was normal for him to see the auras of the cages what I’m referring to by reverting him to his launch state is to make his basekit feel smooth to play as

    There’s a few videos on YouTube from 2020 that showcase what I’m exactly talking about

    and the video that’s linked in the post has footage from 2020 that showcase it

    The clunkiness on his M2 is definitely the most troublesome part of his kit. I feel like it takes too long to reset after a punishment, made worse by the slowdown it causes on PH himself.

    The amount of times I've lost, or nearly lost a chase because a missed attack gave so much time to the survivor is frustrating. That above all is what I want improved.

  • The only thing I really want to see from a Legion buff is to make their power not completely useless once a survivor is dead. Even just being able to down a deep wounded survivor at the cost of ending Frenzy early would be perfect for me.

    I still like Legion despite that though.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679605#Comment_3679605

    To be honest, Weaving Spiders just needs a rework, nobody uses it outside of SWF because otherwise it's boring waste of time for little to no value.

    If they buffed the Generation regression than it could become very strong in the hands of SWF yet still not that much useful for anybody else.

    If they reduced the time it takes to activate then it would be too good due to how much it regresses gens, but at the same time, if it was too good, the pick rate would go down because Killers would start to check the basement quite regularly, or just equip that one basement perk that I forgot the name of that reveals the Survivors' aura.

    That's the problem, how can you buff something that affects all generators without becoming utterly OP? I have one idea, but I could see it being similarly all or nothing.

    I think gen perk balancing is a tight rope no matter how you spin it tbh.

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679645#Comment_3679645

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679649#Comment_3679649

    Torment on punishment of the damned hit was seen as a bad idea back on the end transmission PTB as decently experienced PHs would easily tunnel survivors out let alone with how easy it is to memorize/predict the cage spawn rngs which also made it easy to tunnel out survivors without any form of downsides

    its still debatable tho regarding whether or not he should apply torment on m2 hits but that still seems broken to me a Phead main but I’m open for discussion and seeing what you guys think on that concept to me it’s more than welcomed to be an Iri addon but it will still need some testing

    The way I'd do it is make it an Iri addon that removes the trail in exchange for torment on a ranged hit, or so that the punishment has a brief torment effect if you don't hit a survivor, so you could lead a shot and have them run over a (non-damaging) torment trail instead of dealing direct damage. Unfortunately the current trails just don't seem reliable enough to be the only source of the status effect, at least in my own experience.

  • Triangle Dome is a conflicting killer for me. Addon pass aside, because it's just a granted that he needs one, I feel like his kit is kinda clunky. It's slow to use his power and, against most survivors, applying torment is incredibly difficult. I know they were testing out having his ranged attack apply torment, and I think something like that could be a good addon, or even basekit if done in a smart way.

    He needs love, and I hope he gets it.

  • She seems much better from what I've seen, though I haven't played her myself yet. A couple more tweaks and I think she'd be in a fine state.

  • Agree with @Ohyakno, a 5% increase would be all the perk really needs. Plus 25% is a nicer number to look at.

  • As I see it, and how I think it's supposed to be, is so you can't hard focus on survivors trying to deal with your power. Sometimes that's warranted, sometimes not.

    Pig, I'm honestly kind of fine with box auras not being revealed to her, but Onryo definitely needs to have her counterplay weakened to compensate. I could swear that Pinhead can see Chain Hunt, but that's one I think is fine for him to know because it's global. Dredge can see Nightfall progress.

    I think having some aspects of your power be unknown is understandable if they have a good reason to be. Some though, don't have good reason, and those are the ones that bother me.

  • Strength in Shadows nearly saved a game from total loss before, and Wicked has been quite helpful too. Weaving Spiders, I don't know how you'd made it stronger without being ridiculous, but I appreciate what they're going for.

    I love seeing perks like these, strong but situational and, in some cases, dangerous to use.

  • I feel like both loops and anti-loops have become too prevalent, as are ways to secure a hit. That's why I really do not like Chucky, in most situations it's nearly impossible to avoid his dash. Xeno, I'm more torn on because I haven't actually played against it a lot, but I feel like it being able to hit over short loops is the least egregious example because you still have to aim.

    This is an unpopular opinion, but Blight is one of my favourite killers to play against, because even though he's incredibly strong when played right, I never feel like it's something out of my control to deal with. Compare that to Chucky, who effectively has stealth + an immediate Lethal Rush that can be chained with fast vaulting. I'm sure I'm not the only one who sees the problem there. Unknown's looking up though, so maybe we can once again start getting fun, well balanced killers.

  • That's probably the best way it could be buffed.

    Plus it'd be funny to watch survivors crumple when blinded (I would probably end up as one of them)

  • I think it'd be better if their blind was 1:1 what they inflict on you, be it a blind or a stun. Stun the killer for three seconds, you get blinded for three seconds, that kinda deal.

    Maybe it'd work, maybe it wouldn't.

  • Of all reworks to the RBTs I've heard, I think @TWiXT has my absolute favourite. For one, it actually feels like a SAW trap, and two, can give Pig an unmatched kill potential yet requires an extreme amount of work on her end, which I think would be perfectly fair.

    She'd probably become one of my favourite killers if she got a rework like that, but until then, I'm likely never picking her up unfortunately.

  • I haven't experienced Hag first hand yet, likely because of the mythical rarity she has, but since I'm one who dislikes mechanics like flashlight blinding (though probably not for the reason you may assume off that) I feel it's only fair I agree. Maybe a quick pan to the trap would be better? Or it could be removed without much complaint, depending on what feels best.

  • @xltechno said:

    It's certainly not a strong killer, but there is a possibility that unexpected incidents may occur. This is a very good suggestion.

    I'm glad you agree. It absolutely won't bring Trapper up to the same level as Nurse or anything wacky like that, but it would address the weakest parts of his power, being long setup times and easily disabled/ineffective traps.

    I'll still probably play him every now and then as he is though, because I like whacking people with a machete and having a random trap on the other side of the map catch some poor sucker.

1 2 ›