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MrPsych

MrPsych

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MrPsych
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  • @GolbezGarlandGabrant said:

    I'd like to know where these Seal Team 6 squads are at that these forums are always on about. I only see one like once a month.

    Same. Last time I played I got one really good coordinated squad out of about 8 games and even then I did manage to defend my honor with 6 hooks. As a bonus, the team also was friendly in the post-game!

  • No Mither shouldn't leave you perma broken. This alone makes the perk super obvious to the killer and when he knocks you down, of course he'll put you on a hook immediately, all because he knows you have the power to get back up all by yourself.

    You should only inherit the broken status after you recovered from the Dying state once or got freed from a hook. At least you'd get maybe some chance to recover once using the perk.

  • Hell yeah I'll keep using pain resonance. Regressing gens by 100% just by hooking 4 people, all without touching a gen? Sign me up.

    People who complain about it losing value probably go like "but if i got 9 people on hook i would have gotten more regression you see?". The game's most likely already over at 9 hooks or it likely reached a treshhold where gen regression is hardly a factor anymore. Finally, unless you camp, you're not getting 9 hooks on scourge hooks in a single game.

  • I play survivor to relax. I just like to get generators done and there's something comforting with the routine of it all. And finally, to hang out with friends. We're not high-level or anything and being a killer main myself, I don't do anything rash to get them angry for no reason. After all, it's a video game and these are supposed to be fun for all.

  • I've seen people quit before they'd even get hooked. And that was by playing with huntress of all killers.

    On the plus side, the last time I streamed the game this week, which was all killer gameplay, not a single survivor quit prematurely or suicided on hook. I never felt more proud.

  • I was afraid I was only gonna play killer starting next patch but I'm pleasantly surprised. Patch is mostly a win all around. Kicking gens is only fun for a time, after all.

    Changes to self heal should hopefully make chases more worthwhile. Can't wait to see how things go.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392702#Comment_3392702

    -"DH doesn't give movement speed."

    When you gain the endurance effect from using DH you get a speed boost.

    Then don't hit the survivor. So many people using Dead Hard telegraph their use of the perk by literally ramming in you.

    Personally I always fall for it because I'm super trigger happy, but that ain't the survivor's fault now... or is it? Use quick attacks against DH users, these are far harder to anticipate.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392661#Comment_3392661

    for swf coh only became stronger, and yes, in my games there were always 4 dh, which is why I stopped playing and thought to return with this update, but as I see it, dh practically did not become weaker, and the treatment with coh is now 8 seconds and at the same time killers lost perks against genrush and 3 gene tactics

    COH doesn't allow self heals and doesn't work off medkits. Even if it facilitates healing, that's 2 people at any time not working on gens. Beats allowing people to self heal at almost 100% speed with Self-Care, Medkits and Botany Knowledge. This is by no means a buff.

    Dead Hard not being weaker? We're going from as many Dead Hards as possible from one person to only two. And of course that means no Dead Hard on the first down at all. If you can't understand how much time this will free from killer early on, you haven't thought well enough.

    There's still plenty of gen regression perks that are good and while I still don't like the idea of Pain Resonance being on tokens, the numbers make up for it. You can regress a whole gen by 100% without even touching it. Jolt is still a great perk for M1 killers and despite what people say, Eruption is still a good perk.

  • I feel these "game is dying" threads could easily be written by an AI.

  • @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371019/stranger-things-chapter

    You can't, because those achievements no longer exist, they have been turned into generic ones.

    On the bright side, if you did the Adept challenges back then you also have the new generic achievements!

    I'll happily take Adept Demogorgon over doing Tools of the Trade. What a tedious and difficult achievement.

  • My big beef with the incoming update is that the devs have not shown they know their own game very well. There are still many interrogation marks remaining the status of healing perks, like these...

    • How you gonna use Botany Knowledge if medkits all have enough charges?
    • Is it really gonna take 24 seconds to recover from the dying state, thus facilitating slugging and making recovery from slugging harder?
    • Medkits are really boring as hell now, do they? They all have same amount of charges, with only progressively increasing heal bonuses. Finding a purple medkit in a trial was great because of its high charges amount and fast healing speed, now it barely beats the brown medkit in efficiency.
    • Self Care is dead. If it's gonna take over a full minute to heal, go work on a generator instead.
    • You guys remember Mangled is a status effect that exists, correct? Because these new heal times sure would make one believe they forgot. Killers ran Sloppy Butcher before because it offered some slowdown to get the edge as killer, but having one update suddenly make heals 10 seconds longer will just make every killer equip SB because it'll be an obvious perk to pick for an easy game.

    The aim of the update is to break the stale 3-gen meta and while it likely will succeed in that regard, I feel like the devs changed numbers around without taking the time to see if everything make sense in the big picture. The PTB showed an alarmingly high amount of oversights that lead me to think the people at the helm of the ship don't know what they're doing and it's very worrying. Instead of fixing all of these oversights, they decided to further nerf a killer that didn't need nerfs (Billy) and adjust random perks and addons just because they had a low pick rate in ways that will likely not change anything. Overzealous is the one change I like, the rest is just meh or garbage. Call of Brine is no longer worth using in any way with such a minuscule gen regression, just use Surveillance instead. Overcharge change is okay, but I fail to see why they lowered the penalty for missing the skill check. Pain Resonance didn't need any changes except maybe to the numbers, the perk was fine as is.

    All I want is actual evidence the developers do play their own game because right now, I ain't seeing it.

  • @Mandy said:

    I have confirmed the numbers for Pain Res are 11/13/15%

    For being a perk you can only use 4 times these numbers are... very underwhelming. The perk would actually be likely more worth using if the numbers were 8/9/10% with no limit to how often it can trigger.

    You already have to deal with the fickle nature of not necessarily having a scourge hook handy so don't rain on the players parade if they happen to have good scourge hook placement!

  • @VideoGameMage said:

    Glad they acknowledged pain res but ignored self care.

    And Botany Knowledge. Enjoy not being able to use any medkits at all, bucko!

    Mangled hasn't been adressed neither as a status so get ready for every killer to run Sloppy Butcher.

    I'm starting to think most of these changes miss the big picture and show the devs don't even know their own game.

  • At this point people need to just stop bringing up the term, it comes so often and is almost always misused. At this point, the word means nothing. For some people, the fact you killed them at all would mean you tunneled.

  • I'm almost certainly wrong with my calculations, and even then everything suggests the end result should be much, much higher. This is a disaster waiting to happen.

    But hey, hopefully I wet someone's appetite enough to give it a better go. I just was curious.

  • So um. 24 seconds at base, with 25% healing speed: 42 seconds is our baseline.

    10 stacks of Leverage is 50%, so we should bring this up at 63 seconds.

    Pentimento is an extra 30% so... 75.6 seconds?

    Coulrophobia is another flat 50% and we cross the threshold of 96.6 seconds.

    Maximum Dying light is 33%, should be 13.86 seconds and now we are at 110.4 seconds.

    And for fun, let's say the survivor is also mangled. That's 25% more. 10.5 more seconds and this survivor will have successfully spent 120.9 seconds self-caring in a corner!

    And this is of course assuming that all the percentages all work off the baseline time. Who needs generators?

    EDIT: Hopefully should be better now?

  • My only big concern here would be the new healing times in general. Maybe punish self medkit healing by making it slower but when healed by a friend, it shouldn't take that long.

    Also will Botany Knowledge be changed to reflect on the new Medkit changes? The 20% drop in item efficiency will make it impossible to heal yourself with any medkit now.

  • I mean the perk's bad, so obviously you won't mind seeing it go, right?

  • I can sympathize with people who use dirty tactics clearly because they're outmatched and are about to lose, but slugging and letting people bleed out at 5 gens is the work of a scumbag. I swear that chashing survivors is fun and should be repeatedly done!

    I can't say I'm surprised that the community of a game where killers must sacrifice innocent survivors lack empathy in general. If you play like a shithead and it never dawns on you that your playing style literally hurt players, maybe it's time for self reflection. Survivors can hurt the game by clowning on the killer and giving them BM, but I'd argue that killer can deal the most damage to a game if they just keep survivors down for the count and don't even let play the game. Is it a valid tactic? Yes. Does it suck to go against? Absolutely, considering no one can even play the game to begin with.

    Sadly the game design is not without fault here because it does make that situation possible and encourages it. Basekit Unbreakable could help, I'd say make recovery take longer without the perk but make healing survivors in the dying state more efficient to counteract that.

  • Oh for the love of... oh well, I imagine these are the best answers I can wish for.

    Thanks.

  • @Eelanos said:

    She has now basekit Hope and the one add-on everyone was like "wow, how is this a brown, this should be an iri!!". How is this a nerf.

    Because without extreme melodrama, how will the forums run?

    These changes actually make me want to try the killer when the changes will be live, so mission accomplished. On paper they look good, we'll just need to see if that'll be enough to turn the tide in practice.

  • Skull Merchant did the impossible and actually made matches against Hag feel fun and palatable. I feel as if both killers share similar philosophies, they're all about area control and shutting down areas of the map to the survivors. But the way SM do things is really boring and non engaging at all.

    Hag was not a monster in chase neither but careful trap placement could prematurely end chases in a way that feels satisfying. You don't get that feeling at all with Skully.

    My most hated thing about this killer is that once a SM is intent to put a drone to patrol an area, nothing will make it budge. Like, ever. You disarm the trap, then the killer immediately comes back to kick the generator it was protecting, then place a new drone immediately after. And if you don't disarm the trap, the killer will find out through radar you're here and down you while being Exposed. It's a lose lose situation, the counterplay sucks as Survivor and doing this as killer sucks too.

    She needs a whole rework and pronto.

  • If people think playing killer is so hard and unfun nowadays, you're welcome to go back to 6-7 years ago, where hooks could be broken permanently and killers like trapper could have their traps broken permanently as well. Now isn't that fun?

    Boons aren't as bad as people make them sound like, I'd say they just need a little fine tuning, like maybe give the bless ability a cooldown when a boon is snuffed out so it can't immediately be remade instantly. And dare I say, Dark Theory needs a rework and be changed to something else or boosted because it's so bad for a boon perk.

    Dead Hard is a pain but it's much more manageable than it used to be. It still gets overused a bit but how would you further cut down its usage without gutting the perk entirely? Because further nerfing might just do that.

  • I never dodge lobbies, then again my MMR tends to be on the average side. I might sometimes get lone P100s but never a full squad. And I'm not curious enough to check lobbies pre-game, that feels like a waste of time to me.

  • If you think games depend entirely on survivor actions for you to win, that means you're doing poorly as killer and constantly take wrong decisions. Because as killer, your plays are what will cause the survivors to get compromised and take a hit. If you can't manage that, you're predictable and use your powers wrong.

    You're useless at pallets? Tell that to Nemesis, Huntress, Trickster, Nurse and to some extent, Wesker. Nemesis in particular is godlike against pallet loops. With Tier 2 Mutation he shreds pallets in an instant and will always manage to hit survivors beyond them, no matter the tier.

    As for vault locations, they are the only advantage survivors have on you. You need to hide your approach and become unpredictable at them, don't just blindly run in a straight line to get around the vault location. Hopping through vault locations yourself as a direct reaction is often not the right move, unless of course you get the survivor to go away from the vault location and then double back to it. Superior Anatomy also can help with catching a survivor off guard in such a situation.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371559#Comment_3371559

    Its about the coordination. Yes, absolutely, solo survivors can body block effectively. BUT that usually requires a perk like Bond to actually see where the other survivors are in order to pull it off in a more efficient way than just getting injured and hoping for the best.

    Even the more reason to give killers said SWF indicator. Since the HUD update was supposed to bring solos on par with SWF.

    But you´re right, thats a whole different thread.

    Even with the HUD update, I still believe that SWF will carry this stigma that will make such an implementation impossible. It'll always be the boogyman that seemingly makes killer impossible to play because nothing can go wrong with a survivor group. They have communication and that'll obviously make all of them expert loopers with meta perks that will teabag at every pallet stun and all have 5k hours in.

    Don't get me wrong, it would be interesting to see this. But I don't trust this community to use this information well. It'll likely just spawn a new generation of martyrs that'll complain about an asymetrical game not being balanced.

  • Force of habit from the devs I'll guess. After all, anyone who unlocked the perks when the chapter was still active still have the old icons and flavor text.

  • @Veinslay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369586#Comment_3369586

    Plenty of people do, that's one of the reasons people visit the forums/Reddit/Twitter about this game

    That doesn't make them okay in any way, shape or form. It just means the majority of the game's fanbase is more than ready to whine and cry about anything anywhere, which is a colossal waste of everyone's time.

    Is it possible, just for a moment, to not do that? Maybe chill out and do something else?

  • What's your stance on ranged killers? Maybe your killer experience will click more with killers like Huntress, Deathslinger, Trickster or get an hybrid of melee and ranged like Nemesis.

    I would argue that killer is probably the most accessible it's been right now, but matchmaking is thinking way too highly of you. I had a similar problem when I stopped playing for a year and came back: I'd get destroyed by about every group of survivors I'd face no matter what. But eventually I got put where I did belong and things finally got more manageable.

    And yeah I do get your survivor woes. Every time I play killer, I find that survivors can effortlessly waste my time around tiny loops and the likes, but the moment I try to do what the survivors do, I get downed within 10 seconds. I'd argue you don't need to be great at every aspect of survivor to have a good time at it, I'm happy just repairing gens and going for rescues with heal-ready builds. Even though you and I might not be great at chases, one good thing to remember is to try and lure the killer away from everyone and everything. Either you'll waste their time enough for a gen to pop or they'll half heartedly chase you to not give up on a good gen setup.

    I'll say plenty of good advice also got posted in here so feel free to digest everything slowly. Like about everything, the only way to get better at DBD is just to play it. Knowledge of the game also will serve you well, but nothing will beat actual experience.

  • Power Struggle. I only got it to work once as the last survivor standing, killer was impressed enough that they gave me the hatch because of it.

  • I really have no problem with Overcharge, mainly because in the survivor best case scenario, it can potentially be worse than not running it at all, given you start at 75% regression speed and it takes half a minute for regression to climb to 200%. It only becomes dangerous if survivors don't go and fix the generator quickly, once full regression speed is obtained an almost finished gen can regress to almost nothing fast.

    Call of Brine is a much more problematic regression perk to me, given that you can spam it at will and get instant 200% regression for every gen you want for a full minute, all while being given info if survivors are back to repairing them. I just feel like this level of power should be restricted a bit or concentrate it into one big blast. I would be okay if you make Call of Brine regress gens even faster, but slam a 60 second cooldown on it so you can't blindly kick every generator for fun.

    Oh, and bring Pop back to its former design. 20% current progress is barely noticeable damage unless a gen is near finished. In its current state, there's no reason to run it over Pain Resonance, which almost always will deal more damage. Or spice it up a bit and make the kicking go faster when it's activated.

  • I really like both knight and clown... but I absolutely don't like this killer at all. Everything about her is just so boring. The lore is shallow and consists of a jumble of random themes and tropes that don't gel together at all, her animations are stiff and laughable (especially the walk animation, who greenlighted this?) and her power just is not fun or interesting to go against. As the killer, it feels like your power takes so long to do anything with it: with clown, you have agency on where you throw bottles and they take effect immediately and while knight's power is delayed a bit in its use, you still get to establish a patrol route for your guards or tell them to break something. Here, you wait for a while for survivors to get marked on their own terms and maybe you get a down out of it.

    I hate playing with or against Hag, but even then, her power still is more involving for both parties.

  • Behavior, have you ever heard of the saying "if it ain't broke, don't fix it?". Nobody asked for this feature. It will just make everything more confusing as killer and you've wasted valuable dev time that could have been spent on say, perk or character balancing.

    This change alone makes me no longer want to even play killer. It's that bad. Stop messing with things that actually work instead of just loading a random asset of the game and suddenly go "Hey, we'll work on this thing today! Dunno what we'll do, but let's do!"

    And then next update they'll somehow just have an update saying they changed the pig ambush noise to make it louder or something.

    Please stop.

  • I really like the Knight, kinda reminds me of the Clown in terms of gameplay at times. He doesn't have a high skill ceiling but I'm all okay with it, not every killer requires dozens and dozens of hours in order to start being fun. He has a very menacing presence going for him and the guards are more than meet the eye. I'd say some of the flak Knight gets mostly comes from very unimaginative players who just park their guards in a specific spot in order to camp or to force the player to change tiles without even sparking a chase. They're capable of more than that, send them walking around a bit! Spawning guards correctly will force the survivors to do the moves that will advantage you, and I've often seen that survivors will show complete disregard of hunts, which often lead to easy hits.

  • The Trickster main menu was the best one I've ever seen in the game. A map of that style would really be cool.

  • @Unimatrix00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250087#Comment_3250087

    So, if I camp a pallet and wait for them to hit me and then drop it, it'll count as a stun?

    It will count as a stun, yes.

    Something which can also help your case would be the Yui perk Any Means Necessary, which allow you to reset dropped pallettes to lifted status.

  • Steam says the game's free for 20 more hours.

  • Alert's good no matter what but I also didn't think about this interaction. The more you know!

  • A streamer friend of mine ran into such an individual yesterday, so we got video evidence on one bad apple at least.

  • The only thing out of the finisher mori system they should keep would be the flashy, finishing kill done on the final survivor. And as opposed to doing this automatically when all four survivors are down (which is a horrible idea anyway because even when everyone is down, there are perks that can turn the situation around for survivors, like Unbreakable, Flip Flop, Boil Over, Boon Exponential, Power Struggle), the killer would instead choose to initiate this, as if you had a Yellow Mori offering equipped.

    Forcing the killer on a kill all scenario is an idea I find silly and robs the players of what would be interesting interactions. The game should give you more options on how to play, not less.

  • Be honest with us all, how long has it been since you last played the game? You keep talking about how survivors get a free adept if they bring a key and do nothing all game long... you know the hatch has been changed to make it so that it only spawns when a single survivor remains in the trial, right?

    Nowadays, a key will only help you escape if you outlive all your teammates and the killer closes the hatch on you.

    I know playing killer has its load of frustrations, but don't make up problems that don't exist on top of that.

  • I wished I faced Wesker more often. In my last survivor session, I just kept encountering Ghostface over and over again. By the time I faced a Dredge I was crying tears of joy.

  • Used to be a killer main, stopped playing when boons became a thing. I felt that the game was getting closer to being balanced for both sides, but latest changes to the game show that this balance was a mirage. Killer is supposed to be the power role, so why exactly do the survivors get access to way more tools and have way more power than I do as a killer? You are so easy to thwart out as a killer it's insulting. At that point being a Killer is the equivalent to that Simpsons scene where Sideshow Bob just steps on rakes endlessly. This is how non threatening you are.

  • At this point I'm not even gonna list the fanbase of the game as a problem, the fact people react so strongly about it is definitely a positive. You think that there would be post after post after post about the game if it really was the worst? It do show people are invested in it.

    The game's main problem is I don't trust the studio in charge of the game anymore. I don't believe that the current team, from the higher ups to the people actually putting the work in the game, know where to take the game. 5 years is a very long time for a multiplayer-only title and there's so much you can do before the recipe gets stale. And I don't believe what's being done right now is the right thing to do.

    The game got away with a lot, with all of the rushed chapter releases which all take over 3 patches of content to fix and get in working order. But this can't continue. Things must be shaken up from the core and have a framework done to allow easy changes to the game so that stuff stop breaking all the time whenever you look at the code. I'd welcome such a thing even if it means a sequel is in order.

  • That "Enjoy it while it lasts, Killer Mains!" feels extremely condescending and it bugs me for no real reason.

  • I got bummed out real bad by the whole NFT debacle and I kinda pushed the game aside. I already felt like I was getting burned out on it so it feel more like this cemented my decision to stop playing.

    That, and I heard nothing but horror stories concerning the new chapter. The wrong kind of horror stories at least.

  • @ion_eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2580233#Comment_2580233

    I get why people are upset about the NFT. I'm not saying all criticism is without merit. It just seems like there's complaining about every minutia within the game, no matter how insignificant. And people who have a rough game come in here and claim the game is broken rather than just taking the L and moving on.

    Yeah... this however is a completely different can of worms. Personally, not even I could solve this one. I just believe there's a part of human nature that feels the need to put the blame on something for their losses, for they couldn't envision they did poorly. I lost as a killer so the players had to be on comms. I lost as a survivor because I was tunnelled despite everyone else also being hooked twice. And so on and on.

    I just think some people don't grasp the game is asymetric and will likely never be balanced. Personally, I like things that way. I'm just sour right now because of how Behavior's handling things right now.

  • Don't get me wrong, I used to heavily dislike the negativity around this forum.

    Then the NFT deal and yet another botched chapter release happened and everything makes so much sense now.

    I like this game a lot and I hate seeing this happen to it.

  • Why on Earth would they make the game free to play now? The game has never been in such poor health.

    I know, Halloween and all. But still, not exactly the best first look for future new players, wouldn't it?

  • From the little I know, he was a pretty level-headed person, which is always nice to have around here.

    It's always possible they'll change their mind. I'm foolishly considering reinstalling the game myself, so everything is possible.

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