Avatar

NerfDHalready

NerfDHalready

About

Username
NerfDHalready
Joined
Visits
0
Last Active
—

Comments

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547821#Comment_3547821

    MFT's counters are exhaustion based addons and items that give a *slight cooldown* IF the killer meets certain specific requirements to activate the perk or addon...

    Fearmonger? survivor has to be repairing a gen to be hit with a 5s exhaustion... 5 whole seconds of no MFT wooooo...

    Blood echo? IF the Survivor with MFT is injured WHILE you're hooking SOMEONE ELSE he gets hit with 45s of exhaustion... and you can't do this repeteadly because of 60s cooldown...

    Add-ons? anywhere between 5-10 seconds of exhaustion.... woo.... IF you hit its requirements to trigger...

    Meanwhile.. "Hey, don't like UW or any scream based perks? here, take calm spirit and just outright delete them from the game, lmao"

    ---

    I have no idea how you can look at this and claim MFT has "way better counters" with a straight face, because in my book outright deleting a perk and all its subsets is way stronger than a 5-10s Cooldown.

    well said. he probably thinks saying "just play blight lmao" is fair and reasonable. "waay better" counters...

  • @mecca said:

    But it is perfectly OK for survivors to have no agency. (ie. camping, bleeding out, tunneling)

    All survivor strategies have been completely removed. (ie. stealth, looping, ......)

    Killers can handle a very small pat on the hand now after survivors have taken a dragged out beating.

    All survivor strategies have been completely removed. (ie. stealth, looping, ......)

    *laughs in mft*

  • @XshyguyX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547467#Comment_3547467

    Dude Gabriel's lore is wild. As much as I didn't care for HuX as a killer I grinded out that lore and it made me appreciate Gabriel's and his playstyle more. I forced myself to play Hux all weekend and I kinda like him now.

    Still not that great with him but I see the appeal now. The worst thing about his power is how disoriented It makes you

    i'm also just getting into playing him and he's way more fun than i thought he would be and i'm actually getting better, i thought he would be another blight and billy for me; impossible to play.

    don't switch from pod to pod and instead switch to killer pov and select another pod, then pods' camera angles will be less confusing.

  • @BubbaDredge said:

    I do it for fun. I've been playing forever, if I just played normally, I'd have lost interest. I don't ever just play a normal game unless a challenge is making me. I always have an alternate goal, I always bring or try something impractical. Now that flashlights are killswitched, I'm bringing Lightbourne just so survivors that notice will be like #########.

    There are survivors that are oblivious. If I'm crushing a team for half the game, then I disappear completely or stop hooking at 8, I didn't get amnesia, I'm letting you out because I wanna. If they teabag at the end, they're showing how clueless they are. I don't care. If I had to prove something to them, I would have.

    If you read my old posts, I wasn't a fan of friendliness among killers, felt it made the game boring. Then it was my own boredom that made me start doing goofier and goofier things. Convincing survivors you're not up to something is a huge challenge once you've beat on them a lot. Especially as Bubba. Now-I'm-Friendly Bubba is harder than Adept Bubba.

    But it's not about fairness. There's nothing unfair about tunneling, keeping the team alive is the team's responsibility, not the killers. Someone should be taking aggro during an unhook, survivors forgot once they started using perks instead, now it's a lost art. Not the killer's job to ignore basics just because the survivors do. The person being unhooked SHOULD NOT be the one that blocks the killer, someone else should. Play like you want to win if you want to win.

    I always play fair, I was raised by parents that had high standards, to cheat is to admit I had to cheat. I'd rather lose than play unfairly, because I was taught dignity is more important than any game. Needing or seeking an advantage is for weak people.

    That being said, my habit of cycling people through hooks is a flex. It started because I wanted to force myself to pay more attention to which survivor is which, just something I wanted to improve on, who was on death hook, who had which perk, etc. Started going for 8 hooks before killing to learn to keep track, now I do it just to show that I can. Showing survivors I decided who and when, the survivors that get it will get it. I like the idea that it's over some player's heads. I've been eating a sandwich and it still took them this long, and now they're teabagging? Heh.

    I play fairly because I would be ashamed not to. Everyone should play fair. Cheating to win doesn't make you smart, it means you know you're likely to lose otherwise.

    But I'm sometimes nice because it's often fun. I don't get any joy out of showing new players I'm better than them, it would be sad if I weren't. I love to scare them, but it's often a lot of fun to later welcome them all, show them veteran killers remember how hard it was. Hook them, and then hook them up... with some points and an escape at a time when that might be rare for them.

    It seems to make them super-happy, too. Often that makes me feel more powerful than a 4K against new players would. I never cared when mad survivors tried to hurt my feelings in after-chat, but when they shower me with thanks and talk about how amazing I am, turns out I like that pretty good.

    People like me in real life, but nobody tells me I'm amazing.

    holy GIGABUBBA

  • whatever makes you feel better/not bad. if survivors make you not feel bad for playing "mean" anymore, let it be.

  • @[Deleted User] said:

    I tend to agree but I feel it's for both sides. I don't know how to put it in words but it feels like they trying to make the game too "simple" for lack of a better word. Anything that requires a bit of coordination, strategy and effort they seem to want to remove. Sure, that might not be the devs goal in mind but it seems to be going that way.

    it's on survivors' end to punish camping, by doing gens and trading hooks last second especially with hook grabs gone, with some exceptions like basement, hooks in dead zones, oneshot killers etc. to be fair that's not possible for solo queue, so i tend to think that maybe basekit kindred, speedy gens against camping killers and/or slower entity progression against campers would be a better idea. though bhvr don't seem to think you as the hooked survivor shouldn't depend on soloq teammates and the killer to be able to... play the game essentially. the "tactics" should be discouraged instead of being made borderline impossible. you can camp and tunnel but that will lose you the match type of thing...

  • @Crowman said:

    It certainly seems like the devs want to force to killer to have to go for 12 hook games and ignore any sort of pressure a hook survivor provides without any changes to survivors and maps to make that actually possible for any killer not nurse.

    yeah, not trying to validate those strats and making them a part of balancing, but those are killer nerfs at the end of the day. but the changes will lower kill rates and maybe that makes them consider doing balance changes across the board who knows?

  • he is bad. you need to be one of the most boring gamers to play him to his fullest like tapping guards at every single tile, tapping them at gens (and 3 gen of course). otherwise guards won't detect them so easily in chase even when they do, chances are you won't be able to zone them because maps allow people to hold w throughout the entire guard chase duration. guards hitting survivors is a dream don't even think about it.

  • if you want "competitive advantages", pick a silent survivor and look for skins that make footsteps quieter. otherwise just pick who you like, see their cosmetics.

  • @AmpersandUnderscore said:

    I thought haste was an unstoppable, uncounterable, instantly game-winning buff. Been hearing about it for at least 3-4 months now.

    You mean to say that movement speed isn't actually as impactful as people try to claim?

    Shocking.

    good luck catching someone after stopping and setting a trap mid-chase. he'd be god tier if he got like 3% speed after he gets a hit and never loses it.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546559#Comment_3546559

    I literally timed it. It was thirty-nine minutes. Maybe it is regional or MMR.

    a video would be golden to showcase the need to get rid of the pre-game lobbies as a whole.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545880#Comment_3545880

    I´ve seen survivors earn pretty good amount even for short matches. Mainly because the points are based on interaction. For both sides. The more people interact, the more points they earn.

    I´ve seen survivors die during the EGC and earn less than 10k bloodpoints, because they didn´t do anything during the match.

    doing gens gives close to nothing. so if you play optimally and the killer ignores you/teammates keep them busy enough, you won't get much unfortunately.

  • no, i haven't got uw using killers do it. but it takes camping to a next level i saw that. use perk, check around, see if anybody is here -bam- no need to even camp, if someone is nearby you can chase them if noone screams don't waste time and go somewhere else.

  • i'd say the complete opposite, survivors have so many useless crap in their bloodweb. i'm i think equally 50/50 player and won't ever p100 my zarina because it would be just a waste. nothing worth buying there.

  • victor being taken hostage is very hindering. but for me missing and getting vic kicked is very frustrating and i think it's the most punishing killer power in the entire game. even hitting a survivor is punishing:

    • if they are healthy you can be denied your power for 30 seconds
    • if they are injured and there is another survivor nearby you still get kicked, they might even get the person on the ground up before you can finally get control of your character and arrive.

    frustrating. that's all. thank god it's not as common anymore but if there is a circle in the match it's unplayable especially if you don't have good pressure.

  • we might see it at the new harvester, it's common on haddonfield on houses with multiple god windows and no pallets. i'd say garden of garbage main but it's so disgustingly broken that a survivor can block line of sight and break the bloodlust. barely not an infinite. other than those it's on survivors, generally survivors can find pallets the killer has to break, getting rid of bl. if they greed and chain multiple strong window loops, bloodlust is *THE SOLUTION* to that and those survivors will taste it.

    edit: if a killer can't even find an opportunity to use their power until it's 25/35 seconds into the chase, you can safely assume they needed it since they are a weak killer or the loop is way too strong for the killer. 25 seconds is so much time for one hit assuming they get it as soon as bl 2 kicks in.

    bloodlusting a pallet loop especially a weak one is trolling.

  • @JVJoyner said:

    Now hear me out before I get bombarded by the "Get good"/"Skill issue" jerks.

    Vaulting has been nerfed. I don't care if people say it hasn't or it was OP. It's been NERFed.

    I vault with a drop today and an alien's tail goes flying over the vault, after I jumped, and I still get hit even though I'm below the vault?

    I vault, land on the other side of the pallet, feet on ground, then get snatched up by the killer like they grabbed me.

    I am forced to play anti tunneling perks because you refuse to do anything about tunneling killers.

    I am forced to play anti camping perks because you refuse to do anything about camping.

    I am forced to play anti slugging perks because you refuse to do anything about slugging.

    I am forced to gamble on which killer I'm going to get because the vast majority of them play with one of the above styles.

    Killers can pick you up AFTER you exit a locker.

    Alien's tail hit one of my team mates through a bloody wall and has a broken cool down. <-- I don't see you removing this like you did flashlights.

    Flashlights have been removed from the game because people were exploiting them with a bug. Punish those exploiting the bug, not the entire survivor base. You do nothing to balance this out on the killer side.

    I understand why the game is slightly killer favored. I understand the 4 v 1 needs to have it more towards them. But for crying out loud, it's starting to feel like you don't want people to even consider playing survivor.

    The "Get good" group can stuff it before you even start. I hit rank 1 every month and do fine in the game. This is a complaint about the game being unbalanced and nothing being done for killer mains that are ruining this game. I appreciate great killers. I love a good chase. I don't even mind losing to good killer, because it's fun. I don't consider being hit as I'm still on the hook removal animation to be fun. I don't find a killer standing in my face while I'm on hook to be fun.

    If you don't want people playing survivor, just make them all bots and force us to play killer. Otherwise, how about you fix the damn game? And don't tell me it's balanced well. I also play killer and it's so overly unbalanced that it's not even a challenge anymore.

    So as survivor, please fix the things you're not addressing.

    As a killer, please make this game more challenging.

    1) vaulting is currently bugged and will be fixed (buffed) dw

    2) alien's tail hitbox can be dragged like nemmy whip, but vertically so crouching doesn't always work so try to dodge sideways. other weird looking hits might be ping related.

    3) tunnelling needs addressing yes.

    4) are you not following news? tomorrow should be the ptb where anti camping changes will be implemented.

    5) you often won't get value from your anti slug perks than you will. slugging, unlike tunnelling, is healthier and has valid counterplay.

    6) unless it's nurse, good looping skills should solve all your issues. if you need help with that give looping build a try: mft resilience windows and another optional perk, maybe otr or ds.

    7) it has a long duration, and it ends as soon as you have back the control on your character. again, might be ping related.

    8) tail cooldown bug i think was fixed not sure, but her movement speed during it got nerfed.

    9) the bug got out of control and the game was unplayable. so many people abused the bug that if they banned all of them, that would mean losing so much of playerbase. people abusing bugs multiple times should get perma'd that's what i agree on.

    10) as skill levels raise, game favors survivor side more and more, and that's an objective fact.

  • @C3Tooth said:

    The most bad scenario happens for him is an injured survivor step on a trap on other side of the map. You gain nothing from it. But he has free hooks if a healthy survivor stepped on a trap nearly unexpected. Thats a trade off of his power.

    yes, if trapper hangs around the area he trapped, he is fine and will get value of his power if survivors step in a trap. there's no complaints there, but idk maybe just me but i think he needs to be free on wherever he wants to be, without concerns about his smart traps on the other side of the map (or 10 meters away, one survivor i was chasing got trapped at the window and managed to get away because they escaped 1st attempt :) )

  • your 3 gen chase should've justified the shack pallet drop. though, not just shack pallet, survivors should save pallets and try to not create dead zones so solo teammates won't go there and die because there wasn't a single pallet in sight.

  • is it just a deadlock bug and not the gen blocking as a whole?

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545416#Comment_3545416

    Thing is a "chase meta" would be fundamentally unhealthy because it would force everyone to run it or just auto lose.

    Already MFT+resi+windows vs a pure M1 like myers, pig, ghostface , etc just puts the killer on a losing battle from the get go.

    We don't want survivors uncatchable or killers undodgeable.

    true. i'm not defending it by any means, keeping mft and adjusting killers/releasing perks accordingly would be the worst idea.

  • i'm sure at this point they are purposefully keeping it the way it is. god knows why, but might be this:

    @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544920#Comment_3544920

    I somewhat feel your pain, but MFT isn't just "one more strong survivor perk", its breaking DBD fundamentals on so many levels. But just now BHVR released an equally busted killer perk with Ultimate Weapon.

    I have the lurking suspicion, that this is part of BHVRs plan to make the game more fun, again. A lot was done in the last year to make the game more "balanced", and while we succeeded with that, we all felt the pangs of the aftermath: killers without OP regression felt they needed to tunnel, and tunneled survivors without DH felt the need to slam gens like their live depended on it (which it frankly does. Duh!), instead of memeing around or going for a brisk stroll around the grounds, leading to both sides tunneling and slamming away like its no ones business.

    MFT, while severely hated by the killer community, was the ray of hope that a lot of survivors had hoped for: a new, slightly overtuned (maybe OP, maybe not) chase perk that let them reenact their favorite sketch from the Benny Hill Show.

    And low and behold, next chapter killers got Ultimate Weapon and Rapid Brutality, two perks that counter sneaky survivors hard and gave crafty and deft killers a 10s window to shut down those pesky MFT users.

    Basically both killers and survivors got unbalanced, overtunend (maybe OP, maybe not) new tools that they love and the other side hates and that breathed a bit of fresh air into the stale DBD formula. Games are allowed to be fun again, both sides now have something to fight the more frustrating elements of the game and we all get more chases that are winnable for both sides, something that we all dearly craved, yet harshly missed.

    Our constant yelling and whining got the game pretty balanced, but this balancing act also optimised the fun out of the game and players used the last screw they could tighten (tunneling and slamming gens) to their full extend, tightening it as fast as they could. I guess asymetric games NEED to be a little bit unbalanced and swing both ways, allowing for dumb and hilarious misplays and spectacular triumphs. What we need now is a means for killers to be rewarded for hooks and punished for early kills, while not shooting themselves in the foot for letting a survivor on death hook getting away in favor of a non-hooked conpatriot.

    Not sounding dramatic, but DBD is at a turning point right now: BHVR must get it back in line and bring the fun back into the game, or else we will be left with a dedicated playerbase thats too stubborn to stop playing the game, while turning more and more bitter and resentful and making the game impossible to grow a new audiance.

    to be honest, as broken and bs as old hatch was, i kinda miss old hatch escapes as survivor. i never brought a key but ran my looting build a lot, and finding a key and plotting a multiple people hatch escape was one of the most fun experiences for me in this game.

    or bhvr is building a chase meta, where we have very strong chase and info perks.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/391744/too-many-cenobite-and-clown-dailies

    Now that Im thinking about it: yeah, Clowns Daily is available every 3rd day or so (it feels like it). Never seen a Sadako-Daily since the rework.

    yes i would get sadako dailies, frequently too, but they disappeared.

    apparently not many people are getting certain dailies over and over, just coincidence then. weird bugs happen who knows.

  • @GroßusSchmiedus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544653#Comment_3544653

    My hot take is that dailies should almost always go to the role you play less. So people actually play both sides and get a better understanding of the game.

    definitely! even variety of killer dailies help "one tricks" to try out new killers. as people said and i 100% agree they should give more so they are worth the effort tho so they can achieve that goal for everyone.

    @[Deleted User] said:

    I might consider dailies if they were worth more. Like 60K BP or something.

    the rewards are underwhelming for sure. basekit 2x daily rewards event when?

  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544653#Comment_3544653

    I can give you a personal challenge! It's unique, no other dbd player has it. You could be the only one who ever completed it!

    Play 1000 trials exclusively with the side / character / perks / playstyle you feel like playing! The reward is a massive amount of BP and XP - you'll get it in small increments after each one.

    everything gets boring, i got different builds like healer, head on etc and idk doing a challenge just is a different feeling. i became a rat for i think for the first time in my 3,5k hours, with distortion calm spirit lightweight mft (because why wouldn't i) for the iri unbroken emblem challenge and even that was fun.

  • @[Deleted User] said:

    Its pretty easy to get BP these days, kinda surprised some people still do dailies. An outdated aspect of the game in the early days I reckon.

    i couldn't bring myself to play the game nowadays without dailies or challenges. i won't even touch it if the incentive isn't 100% on either side. dailies can use some reward increase for sure along with the bugfix that causes you to get killer dailies 90% of the time.

  • you can practically store 4 dailies, but sometimes it bugs and your 4th one is gone

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544321#Comment_3544321

    I also tend to go all vengeful when I see that 😅

    The issue isn't that the survivor may be new. It's that he is grouped with survivors an order of magnitude better than him and ruins their efforts.

    I like to win as killer* but not like that.

    *) as survivor too but I play solo-Q so I don't feel so much responsibility when I don't ...

    matchmaking is all over the place unfortunately

  • getting destroyed isn't the best feeling for sure. but tbf getting "4 man bully squads" isn't that common anymore i feel like, just try to play along and focus on chases if you encounter one; they will/should give you good ones. you can try playing without add ons and an offering too, which may make the match a bit less stressful.

  • bad survivors are okay, but i can't with selfish survivors even when i'm playing killer. i may even tunnel their useless ******* and let everyone else go if i see an obviously selfishly playing survivor. i never saw that nea in one of my matches after everyone was on death hook and 1 dead, i was like "hey there had to be a 4th survivor in the lobby?!" i finally found her and killed her and man she was salty that the other person was given hatch, which made me extremely happy.

    but as survivor after seeing a teammate (or multiple) is clearly a newer player, i just sigh and press m1, doesn't stress me so much anymore.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542985#Comment_3542985

    hatch wouldn't be an issue if it didn't give any bp

    Someone else's BP is of no concern to you. To argue that hatch giving BP somehow makes it a problem is very misanthropic, almost like it's motivated purely by envy.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543051#Comment_3543051

    No, it isn't. The last remaining survivor can very quickly close out the match by simply throwing themselves at a killer and letting them kill them. The hatch is not there to just end the match. It's actually the opposite: The hatch is there to keep the match going because there's still two opposing players left, in spite of the asymmetrical nature of the game making this an unwinnable situation.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543068#Comment_3543068

    The original question was was it fair, and no it's not since it only favors one side and killers have no equal.

    The vast majority of mechanics only favour one side, that's part and parcel and even integral to an asymmetrical multiplayer. And no, killers DO have an equal, because they can still make kills at any point of the game. You can have zero kills when the doors open and still come out with a kill. (Or even more than one)

    it becomes my concern when one of my teammates play for it and wait for me and others to die in corners of the map.

    No, it isn't. The last remaining survivor can very quickly...

    majority of people including the CoMa thinks/states it is there to prevent non ending situations, you are one of the few to accept you want your pity win. if the match is lost, it's lost. i'm arguing here hatch being the only motivation to continue playing the match out is a bad thing, because everyone knows how the person will play for the rest of the match. and who decides match is lost? the haddie after the killer gets some hooks at 5 gens, refusing to touch a gen, ever?

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543068#Comment_3543068

    But killers have the advantage. I don't think it's fair for a guarenteed 4k every time gens don't get finished.

    it's not about the singular kill, it's more about the problems the existence of hatch bears.

    do you like teammates that won't show up ever to take aggro so people get "tunnelled" out? or you like that one survivor that suddenly decides match is lost and starts doing nothing when all 4 survivors are still alive? or people that load in with the sole intention of griefing the match with a key, a basement offering, sole survivor and wake up, doing a stupid escape streak? or the infamous "slug for the 4k"ers you get every other match?

    yes if hatch didn't exist those won't happen ever again, because their best bet is to contribute and progress the match to escape, and not hide and play selfish in a TEAM game.

  • @hermitkermit said:

    If the killer wasn't able to completely ignore hatch by slugging the last 2 survivors I would agree that it is unfair. But most of the time killers wont even bother hooking the last survivor so they can avoid hatch all together. They just slug and wait and then down both of them.

    if hatch didn't mean a loss for the killer by any means we wouldn't have to see those either.

  • not that i care that much about winning, but map offerings disgust me. i find them straight up mean, so this mentality doesn't help me on those.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543254#Comment_3543254

    But we accept bullshit rng crap like gates spawning too close. Why?

    ? this doesnt have much to do with the topic. gates killers can watch without moving, close 3 gens, nasty window/loop set ups they all should be fixed.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543084#Comment_3543084

    Why should I go for the hatch and not ask the killer to kill me? Your point makes no sense. Both end the game and according to your proposal I get nothing for hatch, I have no incentive to try to find hatch. All I can do is hide and wait for killer to close hatch and hope I get out of the gate. And if gates spawn next to each other, it's somehow more fair than hatch??? So killer can now patrol both gates lol. And if I want points I'll need to avoid hatch and go for gate and if killer wants the 4k he'll just not close hatch. I think you just created a new problem there.

    no, i didn't. if you want points, you can hide all you want but now the killer has a choice: they can be petty and look around the map to find you -which is fine since you also don't value your time apparently in that scenario- or they don't care and close the hatch and play gates. BUT they have the choice here and not some rng garbage dictate them they are completely losing their 4k and anything that kill would bring.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543051#Comment_3543051

    That is the point for killer, but what is the point for survivor?

    putting the match... to an end? aren't people complaining about sm because she takes the game hostage?

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542985#Comment_3542985

    Ok so you basically want the hatch to count as 1k shile you don't even to hook someone? Excuse me? wut? And also not give BP? What will the point of hatch be then? Decorative?

    putting matches to an end. this is its point.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542946#Comment_3542946

    Except for the survivors who play scummy and get everyone killed for the hatch, isn't in an effort to stay alive? I did not know that hatch only spawns when survivors roll over. I guess when survivors are saving teammates and cranking gens, getting in chases atc. the hatch doesn't spawn at all.

    You'd imagine killers claiming "just cause you did 5 gens doesn't mean the game ended and you don't deserve an escape!!!" would probably also understand that just cause you did well, you don't deserve a guaranteed 4k.

    survivors have an objective to do in order to escape: do gens and then gates. a game mechanic that only exists to cover core game flaws doesn't need to award absurd amounts of bloodpoints, again, causing selfish playstyles to develop.

    hatch wouldn't be an issue if it didn't give any bp, and if survivor escaped that way killer still got their score events as if they killed the last survivor, and their achievements/challenges. in other words, if hatch just and only fulfilled its purpose to exist: preventing "never ending" games.

  • @Peanits said:

    The hatch probably favours the Killer if anything. As others have mentioned, the Killer moves slightly faster. The Survivor also needs to avoid the Killer while they're searching, which can make it difficult if the Killer zones them back towards an area they've already searched.

    That said, the hatch is mostly there out of necessity, not to be as balanced as possible. Without it, you end up in a situation where one Survivor needs to power multiple generators on their own before they can escape. Meanwhile all the Killer has to do is patrol the generators and listen to see which one has more progress than the last time they walked by. If they touch the gen, they are probably going to die. If they don't touch the gen and hide instead, the game never ends.

    The hatch's job at that point is to end the game so these never-ending scenarios can't happen. Either the last Survivor finds it and gets out, or the Killer finds it and starts the EGC. In either case, it's still a win for the Killer by pretty much any metric - the matchmaking system doesn't even count it as a win for the Survivor, there's an exception to make it nullify that match, so nobody gains or losses rating from that Survivor escaping through the hatch.

    it's still a win for the Killer by pretty much any metric

    except for bloodpoints, adepts and challenges requiring a 4k and probably emblems too. you are denied 2,5k deviousness points and your sacrifice points.

    and it awards survivors with a whole 9,5k points (half of an average survivor match) potentially 10k if they are the obsession, without any effort from their end; which leads to dedicated builds and useless teammates.

  • you need to be sub optimal for points and a killer not too bad or good.

    as people said you unfortunately need to double gens for objective points.

    i run mft (because #########'s broken), ds or deli for survival points but ds is better imo, noone left behind and any means for boldness. you can get good value from any means and if you happen to have spare time you can spam it. i generally play for gens and objective points (unless i need to go save or we reset) until end game and go altruistic in end game. 1 or 2 saves maxes altruism.

  • haven't seen myself or any streamer come across such a bug. hopefully it's not a thing because boy game is full of bugs right now.

  • @daddydhese said:

    I’d like to see a killer perk that works like left behind where the killer could see the hatch just like a survivor does. Not sure if this is already in the game somewhere. Not sure if this would be too broken or not but with only 4 perk slots you would have to sacrifice a slot for it so maybe not ?

    i'd just offer a blueprint. killers have priority over survivors. but no currently there is no killer perk or add on that shows hatch.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541525#Comment_3541525

    Yeah the idea was more a throw out suggestion not really a thought out change.

    Just throwing around concepts that could change up how it works.

    I can't say I've felt greatly hindered as killer by MFT alone, except when playing Scratched mirror Myers on an open map. But you are hindered by so much else in that scenario that MFT just feels like one more issue on top of collective issues.

    Maybe if you get MFT endurance hit you become exhausted thus limiting the double hit and speed burst nature of it post healing.

    It is very powerful and that kind of effect usually requires a build up like PWYF or some vulnerability like totem NOED. Its basically survivor NOED to some extent so maybe it should be a boon. You get the speed and endurance while in the totem radius? Although people would just drop it at strong loops and go there every chase it would get bland fast.

    Maybe it could ramp down in that the first hit gives 3% the second 2% the last 1% so it's strong early but there is diminishing returns as the game progresses rather than a one and done use.

    of course these are just ideas, we aren't the balance team.

    the thing is, idk what killers you are playing but m1s (like myers, idk if you really don't struggle as him against mft but) struggle the most and the stronger killers aren't affected that much. my m1 killers' mmrs are low so i don't struggle as them tbf when i do dailies or challenges but i simply refuse to play huntress. she probably suffers the most along with doc and as you said scratched myers.

    endurance part shouldn't even be a discussion, it's so out of perk's concept and an overload. i love how they take the free hit from a movement speed perk somehow, and continue getting value from the "other half" of the perk. hopefully they sell enough end transmission dlcs so this perk gets its nerf finally my god.

    Maybe it could ramp down in that the first hit gives 3% the second 2% the last 1% so it's strong early but there is diminishing returns as the game progresses rather than a one and done use.

    i like this too, very similar but sounds milder.

  • @CookieBaws said:

    Up haste to 5%, but make it have 30 seconds of duration, which consumes only in chase. And replenishes for healing and unhooking. And make to cause exhaustion for 5 seconds if running in chase.

    3% but 2-3 minutes of use without replenishing would be my numbers, but i like the exhaustion part; so it actually can't be used with exhaustion perks, just like mft defenders also claim.

  • please no more must-snuff boons. i'm enjoying my killer games after the coh nerf.

  • @AmpersandUnderscore said:

    So, one of the arguments for years to about dead hard was that 'being injured isn't risk'.

    While I'm glad to hear that attitude might actually be changing, it really feels that whether being injured is 'risky' just depends on whether it involves nerfing the most hated flavor of the month.

    being injured is risky, but for mft value you don't have to make the choice of whether you want to stay injured or not. you can stay injured and do gens if that's the right thing to do at that moment, or you can heal without any concern of losing perk value. you'll get your value again again and again. why is it so hard to understand for people?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541763#Comment_3541763

    While this is true, this does not change the fact how cheap it feels. IMO a good Pallet is a pallet which can be played from both sides. As an example, I will just use the two Pallets next to cars which are outside of the Badham Preschool which both spawn all the time. Those are good Pallets. The Survivor can play them and if they play them right, they get distance to get to the next Loop. If the Killer plays them right, they get a Hit. This is fair.

    However, after 15 seconds, the Pallet is not fair anymore because the Killer gained Bloodlust and will 100% get the HIt. Sure, this does not matter for the Killers you mentioned, but Bloodlust also does not really matter to those Killers, because they wont really build up Bloodlust. (In general, Bloodlust only really matters at unsafe aka fair Pallets/Structures because at something like Shack or a Jungle Gym the Killer will have to reset their Bloodlust anyway)

    And this is why I said in another post that ideally the gameplay should resolve around a lot of unsafe pallets and a very, very small amount of safe pallets without Bloodlust. Because you would have tons of Pallets to work with as Survivor, but they are unsafe, so you have to play well to use them. And if you dont play well, the Killer will get the Hit. The Killer on the other side also has the option to play them well - and if not, the Survivor will gain distance. (But this is still better than safe Pallets, because with those it does not really matter how the Killer plays them, they are forced to kick the Pallet)

    And I think this would be more interesting and more fair for both sides. As Killer you would not feel the need to kick every Pallet, because a Survivor who is not that good will most likely make a mistake so that you can get a hit. This is not really a thing at a safe Pallet. And as Survivor you have loads of Pallets, which means that it does not matter too much if someone is using them really fast, because a) those players will probably be downed rather quickly and b) you still have a lot of ressources.

    But I know that this will never happen. My point just was that currently you dont really have a 50/50 when playing unsafe Pallets. At least not after 15 seconds.

    as much as i agree that bloodlusting unsafe loops is cheap, bloodlust would be safe to be removed only after majority of maps get reworked. imagine a pig without bloodlust in garden main or around badham's millions of chained pallet loops. you can try it and see for yourself with the new alien perk and sending yourself to garden with a high mmr killer of yours.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541064#Comment_3541064

    I would agree, if Bloodlust would not exist. So even if the Survivor plays better, they will lose.

    a killer bloodlusting means they are playing a killer without a good chase power. that might have been a blight, nurse or spirit that won't need bloodlust and take their hit way before 15 seconds pass.

  • we already had huntress, slinger and nemesis who all play similar in a chase. xeno might be just better up close but the playstyle/chase mechanics are the same, nothing brand new.

1 … 20 21 22 23 24 … 31