NeverSolus
NeverSolus
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@Angy_Quentin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096065#Comment_4096065
What's the purpose of canceling a huntress hatchet wind-up in some closed midwich corridor if a survivor is hooked one floor down in the courtyard near her?
It's clunky, unfun and outright bad design. The whole mechanic needs a rework.
Agreed. I've been stopped by the anti-camp system many a time when I was a floor down, or just 'too close' but doing nothing to involve the bloody hook at all. It's jank.
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@RpTheHotrod said:
The game is balanced around the assumption youre playing with friends (hence the solo queue buffs to try to bring them up in line).
That being said,
Low mmr - killer sided
Mid mmr - generally balanced
High mmr - survivor sided
Exception: blight and nurse at experienced level is above everything else. However, that is before considering their recent nerfs - I am uncertain of their capabilities at high mmr post nerfs.
It's astonishing how people are downvoting you for having an even-handed opinion. Some people won't be happy unless we announce wholesale the game is X or Y. God forbid there be nuance.
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Depends on bracket of MMR and application of skill, among other things. The game is largely killer sided at the mid to lower end. Played at peak performance, as in e-sports levels, the game is survivor sided and it's pretty obvious why: basic action economy. Four professionals versus one professional, they have four times the availability to thought, communicate, and action the board so to speak.
The problem here is that discussing these brackets also becomes an issue. What percent would you say are those comp players? What percent are standards? In comp the Killer picks the map, and gets their own perk bans to try to adjust for this egregious level of advantage survivors have. Discord alone gives a sweaty group such an astronomical advantage as to break the entire game.
Which brings me back to Jesterkind's reply. It's just too complicated to quantify. Which killer? Which perks? Which map? Are they full sweat SWF or casual Andy's? Cog also points out how the late game can swing in Killers favor pretty dramatically with a good play via slugging or tunneling. Does this opportunity exist for the given killer in the given scenario? Who makes the first mistake?
End of the day there's no solid answer because there can't be. At highest performance play, Survivors have overwhelmingly strong win odds. At lower ends of play the Killer has overwhelmingly strong win odds. Everything in between does not reflect that spectrum as you'd think it does - it's more of a wibbly wobbly, timey-wimey tangled up mess. -
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095864#Comment_4095864
Isn't he confirmed to be getting buffs from a famitsu interview?
I don't really have an issue with trapper, with buffs I can definitely see him being well rounded finally, rn it's mainly just setup that's the issue IMO. Takes a lot of time.Insofar as they confirm anything and then doing do nothing for years. The setup is an issue, yeah, as is how easily you can dodge his traps when he cannot. The hitbox problem needs to be addressed, or setup made dramatically easier.
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It's wild to me that some folks are actually claiming Trapper needs nerfs due to this hilariously placed use of Poe's Law.
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@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095721#Comment_4095721
I'm sure the developers should definitely work on the location where he can take spears, since sometimes they're very close to each other, and sometimes it's 1x40 meters. It would be better for everyone if they fixed that.
If they limit his reload in such a fashion and further cripple his ranged ability, then his 4.4m/s comes further into question. That's how we ended up with his haste to begin with, his limited ranged ability. Limit it further and you further justify his haste. Limit his haste and you further justify boosts to his M2. If you move one dial, other dials move.
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"A few" is not 10, my man. You're not calling for a 'few' nerfs, you're calling for every piece of his kit to be nerfed. I'm all for nerfing Jason a bit, but this would be overkill and just put Survivorss back in the non-stop ghoul relay as Jason would become unplayable with this full allotment. Which, I mean, suit yourself I guess?
Deputy's badge should definitely get nerfed. Coffee was already nerfed. Red smoke not appearing on totems would just mean Jason's would stop running Totems, which if that's what you want again suit yourself.
The 'immunity to knockback on unhook' is a nah for me. As long as survs can body block with endurance, they should be available for punishment for those choices. Jason's tunnel ability does need to be fixed somehow, but more off-hook protections is too much. Body blocking with endurance is already an issue, encouraging it on a given killer is just goofy. Though off hook getting stuck immunity for 10 seconds does just make sense to me. -
If my partner treated our 10th anniversary with the same steadfast ignoring of everything remotely pertaining to the anniversary or myself, it would go poorly. BHVR has thousands upon thousands of people in this comparison that they've disrespected in this fashion. I'm a bit alarmed to see them do it, but here we are.
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Jason may need adjusting further, sure, I won't argue that. But arguing it based off of a win streak is asinine and self-defeatingly 'boy who cried wolf.' You don't adjust the rules of chess based off of how Carl Magnuson uses a knight. Win streaks on Trapper are also common, are we to nerf him next? Stop it, get some help.
Call for nerfs as you will but do so with genuine intent. Hopping on every last spark of light as a reason to nerf Jason is unhelpful, and inherently devalues the entire argument. Focus on the things that matter and have grounded sense to them. This is just silly. -
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095080#Comment_4095080
We already have anonymity on killer side sadly so I feel that point kind of defeats itself. I'd love to know who I'm up against player wise, but I know it would just increase lobby dodging.
What we need above all else is lobby dodge prevention lolThat's fair - and Killer anonymity to your point, should go. Short of anon mode being turned on anywho.
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@Dipper said:
This is more of a QoL for content creators. People put TTV in their names to gain exposure. Nothing wrong with that. But when they are live and the Killer can streamsnipe then that basically ruins the entire match.
So for a setting, Players could hide their names for the killer while being visible for survivors. Or if the argument is that Survivors could still gain Intel:
First, that is already the case, only when the killer has Survivor intel, it's argumentatively worse
Second: If that really is the problem you could hide the name during the match and show it after the match.
That has the disadvantage of reducing the exposure you'd gain in the round itselfI'd be okay with this if it was an all or nothing, which is already is - Anonymous mode exists. I'm not inclined to agree that streamers should have their own update QOL material just to avoid a problem that is distinctly a streamer problem, not a DbD problem. They can have their exposure, but the cost of exposure is… well, exposure. The game itself is in no position of requirement to make their lives kushier.
Furthermore, I'd point out that I absolutely loathe this idea as it would just drive a larger gap between the Killers and Survivors. Anonymity does not drive community cohesion. The more you put that wall between survivors and killers to keep them from identifying one another or knowing one another, the more you're going to end up feeding the toxic tribalism.
If it wasn't for the fact that this would be such a niche QOL improvement for such a niche group of players, I'd be less annoyed by it. They can already change their names, and they can already anon mode. I don't see any reason for further catering to a subset of players that typically loans itself to more toxicity in the community, not less. -
@Jay_K said:
What is wrong with the amount of cakes? 27 per prestige level when it only takes about 8 games to prestige during the event you will have plenty of cakes. Not to mention you will be stacking the other 100% BP offerings.
They made an artificial currency, set the expectation of X, and each year seem intent to drive the actual delivery of [X-1/year]. It's frustrating for folks when the event itself is half-baked, balance is borked, and community toxicity is at an all time high. Whereas this time they said cake was bugged and then 'fixed', it's still lower than last year which was intentionally reduced and also saw extreme feedback.
EDIT: To be clear, my attempted point is just that there are actions and consequences. They knew these would be the reaction to their choice, and they chose it. There's nothing unexpected or cruel going on here. They made a choice and are receiving the exact community response they knew they would going to receive. This isn't surprising anyone, and anyone who claims otherwise is being either disingenuous, or grossly imcompetent. -
@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095024#Comment_4095024
While that screenshot is a year old it actually highlights that players complained so much last year about the lack of cakes a year ago that BHVR responded. BHVR was completely aware of how important being able to load up on the cake offering was for players. BHVR had a year to take that feedback to make this year better, instead this year is worse for cakes. It makes no sense to not take the easy win in player morale of making the cakes easily accessible like they were in years past.
This is actually a very solid point. It does feel a lot like someone is failing an open-book test right now.
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095028#Comment_4095028
Yes, please continue to share your thoughts here, this is crucial to the process and is really appreciated.
I'm curious : What is the process in reference? I'm not asking to attack, but legitimately I'm becoming confused. We all (I hope) assume these changes all went through rounds of discussion and comparison before implementation, and I think the kinder side of the forums would assume play-testing happened. What is this process in question? It's not as though the event is PTB, this isn't a 'here's the rough draft let's polish it now' situation, as the event is already live and the lifespan is ticking by.
As to the cake, I'd point out that people are upset not just because of the cited bits of wanting to farm them and it bringing enjoyment, but also because BHVR has established an expectation. This is the bar that was set, and like in all business when one violates the standard set and falls below that expectation, one would expect to see a thermal incline begin as satisfaction drops off. Can this also be conveyed to the team?
I know the bar was set kind of low but hitting this far below average on a 10 year Anniversary is… well, yikes. -
@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093925#Comment_4093925
This is a comment from 2025; the 52minute tag is misleading since if you went to the dev page to get a recent screenshot of this quote, it would say "1 year ago". This does not undermine the current feedback or frustrations, I just wanted to clarify this specific screenshot is not accurate to this years communications.
Good catch! I did not see that.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094955#Comment_4094955
Disagreeing is fine, but some feedback on why would be appreciated.
Fair. As a huntress main myself, I find the idea kind of irritating. Beyond that, I am terrified of watching BHVR do to her what they did to trickster. That being said I'll go point by point to be direct.
→ Decrease maximum capacity of hatchets to 4
Why. There is no reason to lower her hatchet count, even with the added abilities below. I understand that with the build changes below this would technically 'buff' her, but I'm not a fan of the approach.→ Huntress no longer emits lullaby and has 24m range TR
I'm actually fine with this one, as I think lullaby's are a bad design and need to be decommissioned entirely. I get there's an atmospheric quality to it, but good grief it's unnecessary and further isolates desire to perk build into anything stealth related, by example. It's just unnecessary for no real payout.
→ Huntress can throw hatchet to any surface to emit a 40m wide lullaby
But why. This feels like something that would be tricky to code, and give very little real benefit. This is the epitome of the Trickster rework vibe of 'adding something without adding anything.' It's NVA.
→ Survivors within lullaby range build up scared meter that can't be removed and takes 30s to fully activate and stays acitve for 60s. Survivors with fully charged scared meter periodically trigger killer instinct for a few seconds map wide
Killer instinct is another mechanic that is just lazy imo. It screams 'we want a killer to be able to find someone! But wait, we already put aura blocking mechanics in and we don't want it to be effected by that.' I get the idea you're presenting is kind of an ISR for her hatchets, but it's not how it would work in effect.
→ Huntress gets 15s cooldown once all 4 hatchets are thrown, no longer has to reload at lockers. During that time she moves at 120 %
I like the idea of not going to lockers on one hand, but I cannot imagine the community wouldn't cry havoc and bloody nerf stomp the living )#*$$ out of a 120% movement speed boost. That being said, anything less than 120% wouldn't be enough to justify taking away her actual killer ability for 15 seconds which is actually quite a long time. It's balanced out, but it turns her into less of a 'ranged killer' and more of a 'toss the hatchets to enter chase mode' killer. Personally, I'm a fan of her being a simple ranged killer without these unnecessary bells and whistles.→ Huntress has access to one special hatchet that has 20s cooldown and allow her to throw it and reposition to it's trajectory end.
This is another mechanic I'm not very fond of from games. I've seen it play out in enough of them, and it's always underwhelming for a reason. I don't want to 'fly' the projectile like Pinhead, I want to aim and release it. If I wanted to 'fly' the projectile and get what was effectively a speed boost, I'd play Pinhead, not Huntress.
This feels less like a rework and more like a bells and whistles refashion. It would be better suited to an entirely different killer. Nothing about Huntress in her lore, nor her general feel, aligns with the idea of throwing enchanted singing hatchets or fly-by-wiring thrown hatchets. Mechanically it's sound, don't get me wrong, but it's not Huntress. The beauty of Huntress is that she is a very simple high skill-ceiling killer. You learn to aim, you learn to orbital. There's no hand holding. But fly-by-wire and the speed boost would be just that, and motivate people to play fast and sloppy, rather than rewarding players who practice the patience of… well, a hunter. -
No.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094370#Comment_4094370
While you are right, it's easy to empathise why it might be frustrating to go into a game excited to use your perk or item and… you can't, especially if you've built around it.
Same goes for killers who hate being blinded for XYZ reason, give killers a dark mode for blinds and I personally think now lightburn is gone Lightborn should be reverted to slowing down flashlight use.Oh absolutely, but my empathy generally ends when the call to nerf things begins. It's not a bad rework mind you, but the idea around it is just presented in such a fashion that I cannot help but point out the silliness of the single statement I focused on.
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What fun I have in the event is the wacky and goofy unexpectedness of using poison in conjunction with killers like legion and 4k'ing. The poison gives me an opportunity to test synergy with lower tier killers to experience what it would feel like if they were buffed or properly balanced out. Also playing Trapper and trapping the portals, or skull merchant and droning the tables, etc etc.
That being said, survivors don't seem to be appreciating it much. But I'm having fun, so I'm glad we're on the same side of logic! -
They generally don't listen. Or rather, they are hearing you, they just don't care. In their eyes player count has never been higher, and they are raking in IP cash right now. What is wanted for the health and balance of the game and community is not the same as what they want for profitability.
- Jason's state of balance drives profitability.
- Unbalanced perks on both sides drive profitability so long as those perks need cash to unlock.
- Choking BP boost items drives higher grind and playtime, thus is good for profitability.
- Offering the community lip service while pushing dollar signs drives profitability.
But they are not deaf nor blind. They see the complaints and are likely sick of seeing them. Some probably want to help, but cannot as it would damage profitability. Some just want you to give them your money and buy the lines they sell. But none of them are going to do anything to assist/please the community until the point comes that it becomes less profitable to ignore them.
This is, admittedly, incredibly short-sighted. The community response will be a general increase of toxic behavior in and out of game on the topic. We're already approaching the point where Surv's think they need to run SWF sweat squads to even play, and killers think they need to tunnel and slug. Regardless of what any of us think about either of those opinions, they are going to increase in severity.
If BHVR continues down this path, they are going to end up where they are headed. -
@HakebX said:
I HATE it that Lightborn make flashlights completely useless which i find unfair for the survivors who generally work had to get flashlights for it then to be useless.
https://chatgpt.com/share/6a3fbff5-9b04-83ed-bc74-d2013fcaf98d
😡"Work hard to get flashlights" my brother in christ there are literally perks that just give you flashlights from chests 100% of the time.
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@CorgiSploots said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094101#Comment_4094101
No I'm not emotional, I'm just legit tired when survivors greatest BM is tbagging or trash talk. Meanwhile killers were so disgusting people refuse to play Orela because they don't want to be tunneled out for her being a trans women. There was a hunt sables event, the bubba incident when he first dropped. Tell me what has survivors done that is remotely on these levels? Because Lara crashing out at you in egc isn't anywhere near tunneling out players for picking certain characters or having certain traits.
I'm just not drinking the poor killers kool aid anymore and found that more often than not survivors are willing to try and improve whereas Killers have everything from hook respawns to no anti camp at end game and it's still not enough. This is the only pvp game I've ever played in which actions that would catch a BM suspension anywhere else are treated like gospel and the other side just needs to git gud but not too good otherwise we'll make another second chance perk require a blood sacrifice.- No I'm not emotional, I'm just legit tired when survivors greatest BM is tbagging or trash talk. Meanwhile killers were so disgusting people refuse to play Orela because they don't want to be tunneled out for her being a trans women. There was a hunt sables event, the bubba incident when he first dropped. Tell me what has survivors done that is remotely on these levels?
Uhm?
What does that have to do with BM'ing? You realize a handful of the killer pop did the stuff you're talking about, just like a handful did the nonsense survivors do, right? Why are you bringing this up?
2. 'Lara crashing out at you in egc isn't anywhere near tunneling otu players for picking certain characters or having certain traits.
You're wrong. A person killing you in a video game you not knowing why is not worse than someone calling you the actual racial slurs and the actual discriminatory terms that would be used to attack people like Orela. You assuming they killed you first is nothing comparable to people actually confirming it and telling you to turn yourself off, etc etc. Actually saying things is worse than letting people assume how you feel. If you really want to argue whether Orela would feel worse in a room where no one said anything versus a room where they were outright throwing slurs at her, that's on you to argue and I want no part in it.
I won't drag on further with replies as you are coming of rambling and incoherent, and I hope you have a good day and/or find some relief from whatever is going on in your life. This ain't it chief.
- No I'm not emotional, I'm just legit tired when survivors greatest BM is tbagging or trash talk. Meanwhile killers were so disgusting people refuse to play Orela because they don't want to be tunneled out for her being a trans women. There was a hunt sables event, the bubba incident when he first dropped. Tell me what has survivors done that is remotely on these levels?
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@CorgiSploots said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094079#Comment_4094079
I despise this argument because it's such a strawman and playing obtuse for the sake of playing obtuse. There's a massive visible difference between playing to win and abusing aspects of the game to ensure you're the only one having any fun at the expense of everyone else in the lobby. We already have anti camp abandon bots base kit BT, and these werent added in for the sake of it. They were added as a result of killer players refusing to play fair in any regards. It was so bad before basekit BT you might as well write off the match if hooked because killer would instantly tunnel.
My brother in the mist, this isn't a bipartisan issue - why are you trying to villainize killers as the primary individuals not prioritizing the other sides fun? I've seen bullysquad after bullysquad in this event, and more and more recent to the casual game mode it's become an increasing phenomenon. Are those people prioritizing killer fun? Is it prioritizing killer fun when you bring a four flash sabo squad sporting boil-over and flip-flop?
I'm not saying survivors are the bad guys, to be clear : They aren't. They are responding to Killers. Killers are responding to them. This is a two way street. Both sides are being equally awful. Summarizing it with a high-horse opinion of 'it's all the killers faults' when you can just as easily find groups of survs going into a game with the express intent to make a killer miserable rather than win, as you can find a killer going in to tunnel/slug, is disingenuous.
Both sides are being cruel, and I don't understand where you think you have positioned yourself as to speak to 'I'm tired of the us vs them nonsense' while espousing that exact view. Take a breath, my man. I think you're a little lost in the emotional turbulence of whatever is going on in your recent games. -
@pidgeon said:
I don't think its too big a deal that certain killers get a few annoying interaction with certain parts of the events. I mean me personally It is incredibly unfun when you are mid chase and they randomly heal to full, or go invincible/invisible, or get dramaturgy, or teleport across the map away from generators. Somehow neither side is having fun with the event.
This. I recognize some killer interactions with poison are greater than others, but the portals, healing, invincibility, invisibility, and unbreakable pallets more than counter-act a few killers being able to synergize with the poison.
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@Wezqu said:
My theory is that they are Very Rare to make them appear in the P100 characters bloodweb more as they are more likely to get higher tier item in their bloodweb. So it being Very Rare just makes it more common on P100 bloodwebs and in the end there is like several guaranteed bloodweb levels that you can get a cake 100% of the time. I just used some bloodpoints to prestige one killer twice and it cave me about 60 cakes.
Likely. Which is a weird choice for an event for everyone.
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Seems BHVR is not only aware, but the lower amount of cakes is 100% intentional. All ire is earned.
EDIT: This is clipped from 2025 and was delivered to me, and by me, out of context. Heads up. -
@wesker_shades said:
It is indeed a step in the right direction, but we still need the rates to be on par (or better, because 10th anniversary) than previous years.
https://us.v-cdn.net/6030815/uploads/SOM1J8C7ZKER/cake-data.png
Source: @NeverSolus
That'd be me, and from what I see in the limited data I have, it does seem accurate.
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They nuked it to about half its commonality from previous events. It's much better now than it was, but still at about 50% output from what I can tell.
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@TheArbiter said:
When will they make an official statement on the reasoning behind making them a very rare offering?
Probably after the event ends so they can claim ignorance but still get the result they wanted.
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With all due respect, and I don't want to see this turning into a KVS issue either, I feel you're being a bit unfair. I do think this event is more or less balanced for killer if you play a high tier M1 that can abuse throwing poison. That being said -
The survivors get unbreakable pallets, portals, invisibility, DH, sprint burst on eating, and more - all temporary buffs, of course. That being said the killer can poison food (Don't do that, killers, just throw it) or throw it at objects/survivors to slow them dramatically for a free hit. This is, insofar as I'm concerned, balanced gameplay wise if ripe for abuse from ill-intented SWF's trying to clip farm. And there are a great deal of bullysquads in the event clip farming out killers being blocked behind unbreakable pallets, invisibility trolled, etc.
But gameplay wise, it is fair enough I think.
The problem here that you are decrying and I feel being unfair on, is how much fun and diversity there is to the event for killers. There isn't much. I recognize there isn't much for survivor either, but there is a much more generous scope of interaction diversity and possibilities for the survivors. For the killers there is just the poison, which is very strong yes, but it's not exactly engaging gameplay.
I don't think anyone is, or rather at least I and the people I play with aren't, concerned about who gets the better benefits. That will pan out with the queue times. It's more about who gets the fun factor.
TL-DR ;
It's more or less balanced, but there's just no 'fun factor' for killers. That's what I think a lot of killers are complaining about. The 10th Anniversary isn't some random event like blood moon or chaos shuffle, it's the 10th year anniversary. People expected fun, they looked forward to being excited. Instead, they got the black banquet, massively curbed cake drops, and underwhelming cosmetics.
It's just alot for some folk. -
There isn't one. I did the quests and after that I signed out. It's miserable. All the reasons above of course being viable, but most importantly to me is that the queue seems to have nothing but SWF bully squads trying to clip farm perma-pallet blocking a killer, or trolling nonstop.
Nonstop flashlight clicking, locker hopping, emoting, teabagging, and unlike in normal 1v4 you can't really punish them for it because they'll eat their food and heal, or get a free DH, etc etc.
They succeeded in making an event that looks marginally fun for survivors, and good for them. But I expect the surv queue time for the event will end up skyrocketing once the killer mains burn through the quests to get the limited rewarded. Limited rewards means it'll happen quick, and then it'll be forgotten about as another mistake. -
No. As a killer main, I say no, anyway.
The game isn't long enough to justify inserting data flag code on this, and frankly speaking hex's are largely worthless in their current iteration. The only exception being, of course, abusing them in a full hex build which does make them tenable but only in a border-line unhealthy way.
I'd rather see a total rework of the hex system, from spawn locations to hex strength, etc. I think being able to see which hex is which would be an unnecessary band-aid on a tumor. Would it be nice? Certainly. 'Should' it be the case? Meh, hardly worth thinking about. -
@MilkToast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092086#Comment_4092086
Geuss Jason players will just run Deputy badge and the exhaustion addon
Yeah. Though, admittedly, Deputy Badge needs nerfing.
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I do this on occasion if the survs are being particularly cute or in good sportsmanship. That being said, I do try to limit it hard for a few reasons. You listed one.
- It will destroy your MMR. MMR is hardly functional and can be ignored most the time, but it will push your MMR down.
- Most survivors are happy about it! I'd say somewhere in the neighborhood of 19/20 matches.
- The survs who aren't happy about it, are very, very, very unhappy about it and treat the act as one of disrespect. Kind of a 'You let me go because you decided you could destroy me' deal. Ignore these guys, nothing would make them happy.
Ultimately do what makes the game enjoyable for you, and prioritize what makes you feel happy with the time you spent. MMR and mouthy folk aside, it's just a game. 😁 -
@Doctor_Xenomorph said:
When unhooked - survivors should absolutely be able to take an endurance hit. The issue is though that INCREDIBLY often survivors that were just unhooked will bodyblock a survivor from chasing another survivor - either forcing the killer to either hit the unhooked survivor (inflicting deep wound) and chasing that survivor (tunnelling) OR try to wiggle around the bodyblocking survivor - though this is often impossible.
My fix would be that when a survivor is unhooked - that the unhooked survivor loses collision soley w/ the killer. The killer can still hit them if they want to, but the survivor can no longer stop the killer from chasing another survivor and force a useless hit.
This would be a win-win for both survivor and killer b/c 1. this prevents survivors from being body blocked by the killer waiting for the endurance timer to run out 2. it still gives the killer the option to tunnel if they want to OR it allows them to not tunnel and go after the other survivor
The 0 collision w/ the killer should only last as long as the endurance does
Ah, yeah. I do hate the abuse of this system. Only solution I ever found was to treat it as an invitation to slug and tunnel when performed. Unfortunately the community decided it's on the valid to abuse list, and I can understand why, but it really does kill the fun when SWF's cycle in body blocks of healthy folks to avoid letting me get any downs at all. It's clippable fun for them, but it's miserable frustration for me.
Only answer really is to slug/tunnel when you see it, or alternatively practice on a higher tier killer to out-creep it, or a specialized killer like Bubba who punishes it. I dislike all these options, but I also dislike how SWF's are open to abuse the system with broad approval in this sense. It's awful for the poor SoloQ's. -
@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092035#Comment_4092035
Not sneaky, not intentional! We appreciate players letting us know and we will update the Patch Notes soon.
Wait, what do you mean 'not intentional' exactly? The words were changed by someone intentionally, were they not? Were the effects to align with these words also released? Presumably someone would code them intentionally.
Would you mind clarifying? -
Pidgeon is right. The overall distance saved (depending of course on how you calculate it out) is roughly equivalent to brutal strength. It's just a dramatically weak perk with several conditional triggers.
It's a hex, with 3 second duration, that interferes via DR with other hinders, can be extinguished, is effected by a very popular AOE perk reducing it to 1 second duration. [Brutal Strength] is entirely uncounterable, outperforms Scared to Death in time and expression, cannot be extinguished, cannot be reduced by vigil, and is unlikely to be effected by DR.
Just forget it exists and throw it on the trash pile. It's unlikely to see a meaningful course correction. -
@SummerBreeze said:
Perk Extrasensory Perception doesn't work with Jason. Im not supposed to have killer instinct on me, but I do with Jason. Also, I shouldn't scream if I have Calm Spirit equipped. Jason power feels like cheating.
KI has never been stopped by Extrasensory perception. That is not a Jason issue. You can avoid the scream by crouching. Running a single perk to kill an entire killer kit would be closer to cheating.
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@Epix95 said:
Oh OUCH, the vote downs really hurt, you guys should know I really don't care. As long as my opinion and post is out there then I don't care about being liked or disliked. So save your hate and effort on something that'll actually matter, like trump giving out 300 billion to Iran or something.
Matters so little that you made a reply to your own post about it to make sure everyone knew.
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@TurnOffTheTVs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089563#Comment_4089563
He exerts pressure from the threat of having a 4.6 ranged killer appear 2 feet away from you with little to no warning, putting you in a lose-lose chase where you will surely get hit.
It's just a poorly designed ability. You can't do gens, you can't heal, you can't do totems because he sees all of these things and sure this wouldn't be a problem if he wasn't oppressive in chase… but he is. So you HAVE to fear getting in a chase with him.
To paraphrase what half the people have been trying to say as a counter-argument:
If you aren't engaging in a chase in a PVP Chase game, why are you playing? One of the survs needs to chase engage to keep him busy so the others can do gens. It's not that different from other killers. -
@Aven_Fallen said:
I mean, you are comparing the tunneling people complain about (=tunneling every game, regardless of the situation) with opportunistic tunneling. I would assume that not many people complain about the latter. And there are several reasons to do opportunistic tunneling:
- As you said, some Survivors are just better than the Killer, so it makes sense to go after the weaklink(s)
- The Killer needs a lot of pressure, since they will lose otherwise
- A Survivor hinders the Killer actively to not tunnel (e.g. by bodyblocking) and will then be tunneled out afterwards
- Survivor mistakes, e.g. unhooking in front of the Killer which makes it easy to tunnel
- A Survivor is just really annoying and the Killer wants that specific Survivor dead
And probably many other reasons why a Killer might tunnel mid-match.
However, I assume most complaints come from Killers who just tunnel every single game, because it is such a strong "strategy" since the game is just not balanced to be a 3v1 and eliminating one Survivor early is the easiest and most efficient way to win. And there are indeed Killer players who do exactly this and I feel that those are the people complained about. Those who turn the game into a 3v1 ASAP and afterwards basically only maximize their BPs, because they cannot lose and drag the game out.
I'm a strong advocate for tunneling in the current meta: but that being said, I'm not a fan of tunneling to tunnel. Tunneling should only be done when you get the feeling that a looper is too strong, a bully tactic is present, etc. In this particular context I'd agree with Aven - walking into every match thinking 'I'm gonna tunnel' is just fatherless behavior. Those killers I could care less about. If you are putting active, ongoing, intentional forethought energy into tunneling every game than you deserve the ire you get.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089803#Comment_4089803
You're not being shouted down, people just disagree with your opinion. When practically every new killer in the last 2 years has been designed around instantly traversing the map and then chasing with anti-loop powers, survivors need resources to stand a chance. If you can't see the insane powercreep in terms of having every possible aspect of killer powers (basekit slowdown, anti-loop, mobility, information) rolled into every new character, and connect that with map design issues caused by it, idk what to tell you.
They literally had to add play while you wait to 1v4 mode and killer queues are still 10 minutes. Maybe survivor doesn't feel great right now for a big enough portion of the playerbase to significantly effect queue times. And this wasn't just from the Jason release. Survivor queue has been instant almost all day and night for months now.
If you don't want your opponents to be able to express skill in chase, then what is the point of playing a PvP game?
I'm not referring to just me on the shout-down. It's a common downvote topic, and it's bizarre to see what wasn't a problem yesterday, suddenly a very real problem today the moment the person effected changes.
I don't mind people expressing skill in chase, I mind looping. They are free to do so but I will disengage and prey upon someone who is easier to catch. That is also valid - if I can't express my own desires of enjoyment, what is the point of a PVP game?
My point isn't that I hate people being able to run and bounce around etc. My point is that before Jason, popular opinion on one side was that there was no pallet density issue. Now, suddenly, those same people are saying there is a pallet density issue. It very much leaves us in a position for me to point out that hypocrisy. -
@GorgonExe said:
I heard all his perks are considered bad?
They are for the better part, but you can meme out with them.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089776#Comment_4089776
I agree. They should've had a pile of perk updates and improvements ready to go at the same time as this change.
As it stands I already felt like there was very little perk diversity or options of perks to run before. Now..it's even less..than the already low amount lol
Stack that with the change from splitting basic break and special break and as I'm going down the perk options I see basically nothing. The thing I enjoy with killers is looking for unique synergies with their kit and these 2 changes remove any synergies at all from most killers.
Agreed. But that being said I'll also highlight the survivor side: They lost the legitimacy of a lot of the more fun survivor builds I enjoyed. Goofy max heal speed or 'make number go up' builds aren't as viable anymore. Yes I'm a killer main, but I liked to make silly builds when I was running around. It really gutted people on both sides, and I do feel the need to highlight it before people accuse us of being Killer crying.
Just hasn't been healthy as of yet, but perhaps it will become so. -
@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089780#Comment_4089780
It really doesn't matter to me if they remove those pallets. Most of those pallets I wouldn't even use because they're so unsafe.
Happy to agree to see unsafe pallets removed.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089780#Comment_4089780
I'm sorry you think chasing someone around empty tiles is a fun and skillful interaction. I presume you also want to remove hooks because its too easy for him to reload? And by reverting vault and pallet density you also mean restoring all the shrunken maps and nerfed main buildings that went along with it, right? Because you're making a 100% honest and good faith argument right?
No, I'm making a sarcastic argument but it is being done in good faith. I hate chasing people around tiles and find looping to be the most boring mechanic in DbD : chasing people in circles is a game for dogs and children. I also think the hook pulling is fine as it creates unhookable dead zones temporarily that can be survivor exploited as a counter. Revert the maps if people like, it doesn't bother me.
I would be fine with reverting the maps, yes. 100%. I think I have learned to live with pallet density and vault density because if you complain about it you get downvoted into the dirt. I just find it particularly ironic that the moment those factors can be harnessed by a killer, everyone suddenly agrees there are too many. There's a hypocrisy at work here and I feel obligate to call it out.
I mean it quite literally. I'm more than slightly agitated at the way people were shouted down when they claimed pallet and vault density was an issue, insulted and demeaned for it, and now suddenly people are on board to address the problem. It was fine when it was a survivor resource, and was fairly distributed and wasn't by all the gens, etc - but the moment a killer harnesses that resource, now they are too many, now they are near gens, etc etc. -
@Doctor_Xenomorph said:
nvm i see what you meant
No sweat: I'll elaborate all the same.
There are 282 perks in dead by daylight, IIRC. Around 50% of them are either sub-optimal to the point of worthlessness, niche to the point of being suicidal to use, or just outright bad/outcompeted. The most used perks (via nightlight) for survivor are [Windows of Opportunity], [Lithe], [Resilience], [Deja Vu]. For Killer they are [Scourge Hook: Pain Resonance], [Nowhere to Hide], [Pop Goes The Weasel], [And Lethal Pursuer.]
The least picked for survivor are (barring new entries as they corrupt the data) : [Teamwork: Toughen up], [Teamwork: Collective Stealth], [Road Life], and [Rapid Response.] For killer they are : [Scourge Hook: Hangman's Trick], [Shattered Hope], [No Quarter], and [Wandering Eye.]
Of the 173 listed Survivor perks, 89 of those perks have a less than 1% pick rate. That's 51%~ of the perks in the game for survivor. The top 10 perks for Survivor are all at pickrates 9% or higher. The top 5 perks for Survivor are all 16% or higher. The top perk for Survivor is at a 24% selection rate. The next is 22.8%, the next is 20.5%, the next is 19.3%.
Of the 142 listed Killer perks, 56 of those perks have a less than 1% pick rate. That's 40%~ of the perks in the game for killer. The top 10 Killer perks for Killer are all at pickrates 10% or higher. The top 5 perks for Killer are all 12% or higher. The top perk for Killer is at a 31% selection rate. The next is 15.1%, the next is 14.8%, the next is 14.2%.
Now!
All that icky math aside, what these numbers tell us is that 145 of 315 perks in the game combined, that's 46% of all perks in the entire game, are picked less than 1% of the time. I did all this icky icky math to back an assertion I will now make, and I will do so bald-faced and directly:
Half the perks in Dead by Daylight suck.
They may have niche purpose, they may have some particularly limited usage, but at the end of the day when your playerbase elects to use half the perks in the game at a 1% or less pick rate, they did not do that because the perk personally offended them or they had a rough break up or something like that. They didn't pick it because it doesn't work, its numbers are too weak, its trigger conditions are too undependable, the payout isn't worth it, etc. In short, they suck.
This is made significantly more problematic when you remember this is a PVP game and you are entering a prisoners dilemma. That is to say, if you elect to use sub-optimal perks, you also do so while knowing the general selection rate for more effective perks is very high, meaning your opposition is likely to take powerful perks whilst you are taking bad ones. This reinforces a meta, or in laymans terms, it further punishes you if you take a bad perk making selection of sub-optimal perks even less likely.
TL-DR:
More than half the perks in this game are bad, and everyone is aware. Maybe over time it can be corrected for. It's not all that bad, there will always be a meta, but it does lead to a total lack of diversification and boredom. -
@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089635#Comment_4089635
My point is he does not need KI regardless of how crouching works, Why does he need KI for tracking?
I don't see any good reason why he has KI especially base kit KI. would have less of a issue if it was a ad on, like spirts cherry blossomCrouching still has a use in countering him without KI so imo KI is just overkill on a killer I do find fun versing in other aspects of his gameplay. Just don't know why KI is needed for him.
I'd be happy with aura read instead of KI, frankly, but for how much elusive there is in the game to make basekit worthless by default. Perhaps having the red fog linger slightly after OE ends and discarding OE?
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Silent Shadow. I know it's terrible to do but I ran a single game with NOED, No Way out, Remember me, and Silent Shadow on Chucky.
I can only say it was absolutely hilarious. I almost felt bad, but they were a full boil-over crew so I abandoned the notion of emotional accountability rather quickly. -
@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089749#Comment_4089749
”It’s not like he can emerge on top of you”. Most gens are near pallets, most hooks are also near vaults and pallets.
You're right. We should really nerf vault and pallet density. Previously people downvoted anyone pointing out that there were too many. I'm thrilled to see we're beginning to see that the density of these interaction points is problematically dense and frequent.
