Avatar

NewPlayer100102

NewPlayer100102

About

Username
NewPlayer100102
Joined
Visits
1,607
Last Active

Comments

  • @LordDeathly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900850#Comment_3900850

    Is that how most killers handle matches like that, Just basically make the match end as fast as possible,and move on? I do suppose that's really the only thing to do. It does suck that they won't give us a proper surrender option.

    I don't know how must killers approach it.

    I know one that runs them out of resources and kills them.

    Which in my mind at least gives them some of what they logged in for. I really do not want to do this, I want them to go play a real PvP experience and have a great night. So, in essence, whatever they want to do, I won't be doing. Totally in service to the community and for their spiritual health.

    But that other guy above has a point, these sort of teams are usually persistent as long as you are not trying to hook, there are lots of skills you could decide to build on the killer of your choice.

  • The only reason to play like that is to harass or aggravate the opposing player. They derive enjoyment from the lack of fun the opposing player expresses, which is odd.

    Anyways, just refuse to do what they keep trying to get you to do. Do something else. They want to flashlight or flashbang? just leave them on the floor. They want to head on? Break chase and find something else when they lead near lockers. They want to run a specific loop? just head to another. Sabo on a map with spread hooks? just leave them on the floor.

    Eventually the most common setups and map pairs repeat themselves, so like sabo on Preschool, you get used to, roll your eyes and just work on what you want to.

    Usually they get frustrated and do something stupid.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899590#Comment_3899590

    There's a lot of maps where survivors just need to learn not to go down in certain places. If there's a place where the killer can get a hook trade and then some every time, or can hook a survivor in the middle of several generators, why would you go down there? I don't pay attention to that kind of stuff myself very often, but then I make up for it by playing well in all other areas.

    RPD has never screamed "killer sided" to me. I don't think there's any spot on that map where the killer gets a hook and is instantly like, "Yes! Now this match is in the bag!" It just doesn't happen. The map's too big with too many strong windows and pallets to run to.

    I like the map, from both sides.

    But I avoid that room if the killer is not engaged unless I have some reason to go down, or need to work on those gens before the map gets too small.

    And most importantly mid to late game it is very hard for the survivors to organize an unhook and when the survivor is on that hook, they hurt their team.

    So the OP is correct I feel, but the solution is in my mind "Play better" as obnoxious as it sounds.

  • This map is controlled by that center section.

    Do you want the killer to literally self lobotomize so they fail to recognize that the 3-4 generators the room gives easy access to are convenient to the location?

    I'd rather players running survivors on this map accept the prominence of the area and equate going down in range of that hook as a massive game play failure, on their part.

    Or you could start a public out cry and reward failure with additional balance changes.

    I'll be clear. I played on this map last night as survivor. Lost due to similar circumstances and all I want is another shot at the mistiming we engaged in. No more nerfs to things, when adjusting playstyle will suffice.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899541#Comment_3899541

    I mean people are always saying stuff. But as a surv did you ever feel oppressed by Xeno? I never have. Sure, the tail attack is/was too quick to really react to, but actually using it was tricky for a lot of players. And the rest of the kit is just kinda…meh.

    Certainly not strong in the way Dracula is.

    The point I was trying to make was that BHVR had a popular IP, with hype around it, and delivered an essentially middle of the pack killer. Not some OP beast that everyone had to have.

    And then you have another prime candidate to milk money with in Onryo, and she has never been anything other than mid, at best.

    No I was never oppressed by Xenomorph. Holding W and pre running results in an adequate amount of time for the rest of the folk to decide to work on gens, or to throw the game. The collective effort still determines the outcome. If you mean is it hard to dodge the tail, yes it is.

    I agree, sometimes they do not correctly exploit the potential in the IPs they launch. But, aside, and in defiance of popular sentiment I suspect people that come and stay to play killer are not primarily driven by potential of that killer. I think the IP itself and perhaps most importantly the ergonomics of that killer are what cement the marriage.

    Again, I agree with the sentiment, the marketing team does not twist for maximum profit via abuse of the design or implementation people.

  • @ItWasIDio316 said:

    There I was. Perhaps being humped, perhaps his steps were merely a coincidence. I heard the telltale "CLUNG" of my fourth minute of Yun-Jin Lee, famed record producer, being bled to death. I was the first to die on my team. Even though Chaos Shuffle is the "funny silly" mode, and it was a lobby full of cakes and streamers, this was about a 15,000 point game for me. So it goes.

    The killer was live to a handful of viewers. He didn't have malice in his words. He wasn't a sociopath. I rewound the VOD.

    The first down of the game was him taking out a No Mither Renato. Haha, No Mither in Chaos Shuffle. I had WGLF, so I was aware I could rush the slug if Dracula made that choice, for whatever reason, and it seemed Dracula had Infectious Fright and heard a Steve, so he did! I ran to Renato to get him up, I was successful! Now I'm in chase, I don't last long. I don't really play survivor, really only for challenges. Steve gets a flashlight save when I go down! Good stuff.

    At that point, the same song begins. "Oh. I should have guessed this is a SWF. Even in a fun mode like Chaos Shuffle, these SWFs ruin everything. Okay, I'm gonna have to play dirty. I'll tunnel someone out if I can, maybe slug since I have infectious. I think Yun-Jin has WGLF so I'll get her back down." Down after down, the rant continues about SWFs ruining the game. We clearly brought BNPs (we did not,) styptics (we did not,) and we wouldn't let him have a single hook because we were on comms (the other steam player and I were solo, can't speak for the console players.) He then continued that every game was like this, every game today, every game in "what's supposed to be a mode for fun."

    I went back in the VOD. It was. Every game was people swarming hooks and downs. BNPs, syringes. He was wrong about us; but we suffered for it. He wasn't wrong about his experience, but taking that out on us certainly sucked.

    Then I thought broadly.

    As I said, I don't really play survivor. I'm at about 5,000 hours, I'd say… 4000? 4200? Are killer. I only play survivor for tome challenges and if I have a friend on that wants to play, and as the game has… grown, we'll say, they've wanted to play less. I don't even dislike survivor, but survivor games are so out of my hands. If the killer has a bad day or is just a jerk, I'm gonna get tunneled through DS or OTR if I run them and the game won't be fun. Plus, you know, I like running "fun" perks. Killer? At least I have agency. If I get stomped? They just wanted it more than me. They took me to Eyrie with the most efficient stuff. Fine.

    But it's the same story for that side, too. I've always been a "fair" killer. Maybe even a "fun" one. No, I don't want to tunnel you. No, I don't want to slug. I like stupid perks. My current build on most everyone is Brutal, Fire Up, Bamboozle, and whatever else I feel like (soon to be Forever Entwined) because I like how it feels. No, it's not good. But it feels good. I'm under no delusion of winning, but I'm also just not bad at this game, so I win pretty often and I'm against good survivors, so my lobbies are generally full of iridescent addons, map offerings, and anti-tunnel perks being used aggressively.

    And if they're not, sometimes, they go like my Dracula TTV friend from earlier. Even with the stupid build I have on. You go to a stream, you go to a postgame lobby. I was tunneling (for being in their zipcode.) Why did I slug them? (I took the health state of another survivor and they were on the ground for 10 seconds) They brought a loadout that even comp players would call ridiculous (because they wanted to win/because they had miserable games earlier.) You hear instant complaints just about your killer choice; you hear them calling out perks you don't have; you hear them calling you sweaty as you just kick a gen and walk away.

    Because that's what they're used to.

    It doesn't matter if you're a Wholesome 9000, moonwalking Myers with no perks, no addons, nodding at pallets, it's your first game on DBD playing Freddy because you grew up watching Nightmare on Elm Street, or a 4 slowdown Blight who shrieks at the idea of a shower. Many players will see you the same. Likewise, it doesn't matter if you have Finesse, OTR, DS, your choice of exhaustion, and a syringe or if you bought Nic Cage because you recognize him as the greatest actor of all time and you've never played the game before. Many players will see you as the same.

    It's okay to want to win every game. Games with MMR, even invisible MMR with no actual reward, consequence, or value like this one give people the drive to want to win every game to, uh… tell people that they know the value of their invisible number is very high. I know every chase and build before it starts, and the once a week I see someone just start playing a guitar in the middle of a chase truly makes me happy.

    I just hope more people can start treating each other like we're people playing a game together instead of like we're playing a game against bloodsworn enemies.

    Cliff Notes version:
    Don't hate the player, hate the people who made and curate the game.

    Great write up btw, thanks for sharing.

    😀

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899429#Comment_3899429

    That's…not really true.

    Yes, they sometimes have issues, but most killers do not come OP. Not even the licensed ones. For every Dracula there's an Onryo or Xenomorph that come janky or just straight up weak, and they stay that way. The could have made a lot more money on the latter two if they had made them stronger, if that was their sole intent.

    I think it's more just design incompetence. They make killers they don't know how to nerf properly, or with an exploitable fundamental design flaw that makes them broken (like SM). Nurse is the prime example of this.

    Or they just move on to the next chapter and leave whatever broken mess they've made on the back burner.

    They called Xenomorph OP on release, one of the media personalities compared human reaction time possibilities with the tail attack and gained a measure of support. It resulted in some changes, this is the historical precedent for the launch and tune cycle.

    I understand your point and am basically in concurrence, I just suspect its not a design issue, its a media leadership influence issue.

    And I'm really only bothering to point it out in the hopes that people will consider that people who play this game for a living are unlikely to push for fair change, as any change is potentially a threat to their source of income.

  • @BurnedTerrormisu said:

    It's 6am in central europe, admittedly not a time with many players, but every lobby I get into is a lobby where people are missing or where I'm completely out of place because I replaced someone with significantly fewer hours.

    The system of simply taking the next best player only leads to frustration on both sides.

    Edit:

    my last killer had 400 hours, i have more than 10x that amount of hours.

    he didn't get a single hook.

    guess what, he was an replacement for a killer that dodged.

    I wish they would lock lobbies, but as a concession I feel like they would need to indicate what survivors are linked.

    They already said they would not do this, because so many players don't want to be forced to entertain a SWF. So here we are, people bailing on matches that look suspect.

  • lol

    None of the killers should be 110.

    Maybe Spirit.

  • I don't get to see Chucky in game anymore. I'm not going to pay for Chucky due to the developers history of breaking things with adjustments.

    I want to see Chucky again. Can you please fix the product you made so people will buy it again?

  • @Madnesseffect said:

    So if they balanced the tail then what's the point of the turrets?

    It was still good on the PTB when I used it there.

    The reduction in cooldown was nice, but it was so wrapped up in the flame turret mess it was hard to appreciate in isolation.

    I'd be far more positive IF they promised a 30 day appraisal of the results of the changes, with a live test forum set up for feedback on it. But they have no history that indicates they are even aware that changes need their outcomes acknowledged before success is declared.

  • Yes.

    If the rest of the team works on the objective some of us have a chance to leave alive.

    If anyone on the team does dysfunctional stuff we all don't leave. Its as fun as such a setup can be.

    At least at no point in the game play loop do I feel like the game is being dishonest about its expectations and rewards, so it feels fair.

    But it is difficult for all the necessary pieces to align for a fun game that allows 3 to survive.

  • Watch the first episode. Its horror.

    I'm not sure why we got the victim( aside from mass market appeal), instead of the actual evil binge murdering woman monster.

    But that's on Behavior. Creators original intent was attractive lady preys on nerd and eats him.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895260#Comment_3895260

    I imagine you would not feel the same if the situation were reversed… "Survivors should be able to win any match regardless of the skill of their opponent, a chaotic system is more fun, if a new Survivor perk is massively OP, leave it for a while so they can have fun at others expense"

    Killers do not need to all be S-tier Nurse level. Variety is the spice of life, after all, and a bunch of overpowered Killers doesn't sound too fun to play against.

    What you will actually find is that strength matters far less than how fun they are to play. For example, Legion isn't very strong, but he's a blast to play.

    I do feel the same way.

    I just believe that survivors need to be forced to play together to accomplish their game goals.

    But in place of that, for short periods of time, like a normal game meta period there can be OP perks for either side.

    This specific killer is still in PTB. The talking heads can't even get their propaganda on the same page, best to let him sit until at least their views converge.

    And not like you asked, but here, It would be a huge benefit to each PTB if they all included some survivor perk that needed testing, was potentially meta shaking and fun. Both sides need to have new things.

  • Killers should be strong enough to contest any match regardless of the ability of their opponents. If they don't have those tools, What is this game?

    It becomes a game where the killers are tuned into tiers for survivor challenge levels and individual players are drafted to run the killers for the skill progression of the survivor player.

    Doesn't sound like a good job, especially in light of the wage paid.

    A chaotic system is more fun. If he's massive OP, leave it for a time, see what fun there is to be had.

  • Nope.

    Whole survivor life here I was maliciously slugged once, and this was by a tool trying to upset as many matches as he could.

    1 out of 10 matches, general slugging from my very rigorous poll of honest survivors that I personally know.

  • @StonedHermit said:

    Pick rate has nothing to do with whether Xeno is good or bad, all it proves is there are even more OP killers to choose from. Currently there is no penalty for missing a tail attack, Xeno can just spam it repeatedly over loops with no windup and thus no hope or reason for survs to even attempt dodging, it's beyond stupid. You might say "Just use turrets" well assuming you even have turrets close by, there's a good possibility unless the loop you're running and the turrets placement is absolutely perfect Xeno can just walk right through it without even having to destroy it, with no penalty to movement and not losing crawl state. 100% deserved nerf for a killer that has 0 chase counterplay, aside from mostly ineffective turrets.

    This is a lot incorrect.

    When Xeno fires its tail, if it misses OR if it hits a turret with that tail strike he slows down. Its a lot of lost momentum.

    If the Xeno is using the tail over a low loop object, the tail is short, step back from the object, practice this with a friend to find the step back needed and incorporate that into your object looping distance. If you don't like that, learn to listen for the audio cue(which they are buffing) and crouch, its very hard to drag the tail down over an object, the Xeno will miss most of these hits due to object collision.

    The part about the killer being able to work around turrets is correct. You should always destroy them but a Xeno can ignore it in the moment to grab a hit or down, and I understand that can feel unfair. If he does let the turret go and it removes his power later, he has nothing but M1, and that is so bad.

    Honestly, if you really struggle with this killer and your team is at all on generators, Xeno is very weak against holding "W" and predropping.

  • @tyriktank said:

    The game was equally balanced for both sides, you nerfed hook times giving survivors 120 EXTRA SECONDS to do gens!!!! with no compensation for killer.

    Gen times should be increased by an equal percentage to keep the game balanced. Hook states now take an eternity now compared to what they used to take.

    Classic example of a balance team balancing for the LCD (Lowest Common Denominator, new players, which is fine)

    BUT

    You don't let the killer see prestiges of other players and who is in a team. This change is severe overkill for coordinated sweat tryhards circumventing game design by playing on voice chat.

    Where are the killer friendly changes that allow the killer to have agency to decided whether or not he wants to play a fair match?

    Killer should have the ability to see which players are grouped up and prestige levels. Dodging exists for a reason. Removing it and hiding it is a very stupid, anti-user friendly experience that was done without thought or consideration for the Killer.

    Furthermore, killer should have the ability to opt out of matching with groups. Or a solo queue should be introduced. I shouldn't be forced to take a loss because the incompetent fools at BHVR balance the game for Solo Queue which allows sweaty friendless losers to exploit voice comms and circumvent game design to receive an advantage.

    Now their is no tension in the game because hook states last forever. and these incompetent fools wonder why killers slug. Killers slug because you can't balance the game because you cave in to crybaby whiners.

    Pointed. Accurate and harsh.

    I once saw 220 hours played in two weeks for a survivor…

    150+ is not uncommon.

    But calling them "friendless…"?

    You're a big meanie, but I gotta up vote you!

  • @supersonic853 said:

    https://youtu.be/A0B2CGXmZSg

    I know with them announcing the "go next solution" people are worried about false positives and that BHVR will use it to just keep unfun mechanics in the game since you can't just leave, And it is a game at the end of the day. But there's also the opposite end of the spectrum of people who just don't seem like they fit in this game anymore or just don't enjoy it at all. Its first chase and i am on demo with a meg. I get a good shred on her and mind game her at a window (nothing really unusual). She then proceeds to just try to go next and when saved just runs after me to make sure i get her out of the game. Wasn't gonna slug her just hoped she'd eventually get bored of it and actually play. Which she eventually did and they actually got all the gens done (with a bit of hand holding on my part but it is what it is). Like i play a lot of survivor too i get there's a lot of unfun things they have to deal with on a daily basis especially in solo que, And going next is definitely one of them as me playing survivor when they do it on the first hook. I just personally never resort to forcing myself out of the game as fast as possible even if its a unfun one. If we want to improve the game what could happen here that would keep them in?

    They got a gen done during the run. So team game play wise I fail to see what Meg had to complain about. How can the game continue if every chase is for 5 gens?

    You don't keep players like this in a fair and balanced game, because this type of player isn't here for that.

  • I found the OPs guide last night coincidently and it motivated me to try Xeno again.

    You should read the guide, its good and it helps frame a lot of the silly aspects of the power that interfere with normal people enjoying the killer.

    This one ( https://docs.google.com/document/d/1-lG_Ow-OAE6kavsj-HEhh489_e-rIkrB4A43oHJL2wI/edit?tab=t.0#heading=h.she0ks4bxvlj ) hope its okay to promote someone's work that's not me.

    Anyways. These changes are bad. The heat dissipation things are silly, like stunningly silly.

    The cooldown thing though, which the OP is okay with, turns him into Nemesis, without the Zombies. Why would you do this?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892102#Comment_3892102

    Whats worse is the killer had a bug in the PTB that made the tail way OP, then they fixed the bug, but also nerfed the tail. I really don't understand why they did that. They should have fixed the bug, waited to see how it went, and then if the tail was too strong nerfed it in a later update.

    I suspect it wouldn't have been, once they fixed the bug it would have been in a fine state.

    I didn't try the PTB for Xeno, he was okay at launch on live from the killer's side of things as I recall, a lot of people were complaining about the obliteration of survivor counter play due to the tail strike time, and its imaginary status as a ranged attack with the range of a lunge, or there about.

    At some point later, as someone else above mentioned it feels like changes were made to the tails interactions with world objects and those changes were very bad. It reduced the angle available to strike while approaching an object to near 0 degrees in a lot of cases. This coupled with the already exaggerated boxes around most low objects was just too much to keep me personally working with the killer. At this point, a quick fix would be making it work like Dracula's pillars and a little longer, so it just ignores the world stuff in its range.

    His map wide generator pressure is poor if you can't use the tunnels. Either a general reduction in the time taken to get into and out of them, or an increase in the number of tunnel portals might help.

    But I'm not sure any of that would make him fun to play, he has outright obnoxious issues in his counter play and built into his basic design. Being too short to see anything but weeds on swamp maps is one, his hands covering like 33% of your FOV during a turret event is another.

    On PTB, I suppose this was all okay, given that you could just spam tail attacks, but once finally balanced all the negative likely pushed people to less annoying to run killers. Seems similar to Chuckie, not sure why that's the MO.

    But I was very reluctant to pay for Dracula based on the history.

  • They changed him after launching and selling him, which was a primary factor in determining the trustworthyness of this company and its products. That was a bad move on their part, doubly bad because the Xeno wasn't really over powered in a game sense. He just won a lot when approaching a pallet from 0 degrees, and that made opponents unhappy.

    He suffers from very poor object to hitbox relationship, failing to hit obvious shots that are rejected by invisible walls, edges and so on. His various nerfs reduce incentive to find these edges for players.

    His tunnels are a total RNG nightmare. Maybe nice maybe a detriment for him to use.

    It was an excellent chapter, fairly designed, badly handled after launch and forgotten by the sellers.

  • If I play Xenomorph on this map I can not see over the bushes.

    I don't own Chucky but I hear he shares the issue.

    This map is intentionally oppressive to the short. I forgot Victor, he is also among the afflicted.

    This map needs to go.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889419#Comment_3889419

    Ah, that could be the difference. I give hatch a lot, and the hatch recipients usually do the ggs and ty stuff.

    I was killing no one, just 2 hooks each, so no hatch could spawn.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889400#Comment_3889400

    Did you get mostly negative interactions? I get some grumpy survivors, but mostly ggs and happy endgames... or total silence...

    Mostly silence, which is the same as any other killer I use.

    No thing I do on any killer, aside from deliberately using the most hated tactics listed here increases interaction rates.

    My point was, playing nice, painfully so, effects nothing.

  • That's a funny thing to say because I went and did that, but not with the goal of easier matches.

    On the way down through the MMR ranks, and I did this for a few hundred hours of play on one killer I found a few segregations of survivors. Right now I'm in the realm of the failed. I mean, I think I'm below where players start, its that bad in a coordinated game play sense. Individually its a very mixed bag down here, some of them clearly know about collision and object sizes, and specific counters to this killer, others are just drunk or messing around, and some are clearly first match types. I did this because I really needed to know if they'd get less upset if they didn't die. They just leave after each match regardless of whatever else I do, they are not allowed to die on the hook( incidentally the new anti face camping thing has been a huge help in this at times.), and I'll carry them to toss out if I have to. I of course use no disfavored tactics. And it makes no difference in the vast majority of games, I still collect the same amount of venom and salt. Very occasionally someone says thanks. And these experiences like nothing else said about this game proved to me that the community here can not feel satisfied while maintaining any semblance of balance in this game.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889299#Comment_3889299

    But that's also precisely the point, both sides have optimized their play, you just don't like how killers have done it because its not "fun"

    I believe you are the most correct person today.

  • Have you seen her license with Universal for the Harry Potter branded stuff?
    It's so crazy sounding, and maintenance expensive. I don't want a 60 dollar DLC for Dead by Daylight.

  • Because you can have a value. and another value.

    In the game the time from match open to match finish could be stored in the first value mentioned above.

    The second above mentioned value could be the minimum reasonable time a match could be completed, and you can fill many productive meetings debating how to arrive at that value.

    Now the hard part is checking the two values, but to keep it simple, if the first value is smaller than the second, you likely have an issue that should be looked at, ideally by someone with the core skills to write AND compare the two values outlined above.

    HFNM.

  • @LOVeMe said:

    @Aven_Fallen

    In the first video, you can see Slug using a speed hack to move. In the second video, Slug heals himself while in the Slug state. In the third video, you can see an unnatural phenomenon where Ada becomes unable to move after being attacked by the hacker Spirit. You are leaving negative comments without even properly checking the videos.

    Those were fun clips.

    Thanks

  • The least enjoyable aspects of this game are the community.

    They get a four man out and turn around to verbally abuse you.

    Nice job people in charge.

  • Yah. @jesterkind

    Play fair is very poorly defined, I want to interrupt it as meaning "entertaining but not frustrating for the current group of survivors." And that might not be too hard to accommodate, if the group wasn't so diverse.

    The biggest issue would be generator times, they are too fast now and the regression assortment is too specific and uncomfortable to use to feel enjoyable to work with. But I wouldn't ask for the regression tools to be rolled back to an earlier state because they were hated by players that spent most of their time playing survivor.

    So, in place of that, I'd ask for Behavior to keep introducing chaos into the perks and all the game modes, so metas don't have enough time to solidify and become refined. Like 2v8 but more messy and changed weekly or biweekly.

  • @Falcao said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884903#Comment_3884903

    dude, when you say 0 antiloop, remember that this works in 1 vs 4, and not in 2 vs 8 where the second killer just follows and finished.

    That's an amazing idea.

    They should allow for two Legion in the 2v8, so they have their own antiloop

  • No hooks 1v4 should rotate into the basic rules.

    I wish they would remix some of the changes that show up in the 2v8 and put them on the PTB for extensive testing in 1v4.

    But I guess everyone would just complain and it'd be a waste of an upload.

  • @Lyn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884460#Comment_3884460

    There is currently no evidence people don't want to play survivor other than people who don't like survivor in 2v8 telling us that nobody likes playing survivor as if it is a fact. I enjoy survivor in 2v8 and the fact you can instantly getting 5 other people (7 before the bots messed with the matchmaking/lobbies) at any time of day or night, often even faster than you could find 3 in 1v4 strongly implies otherwise. There's just significantly more killers proportionally, which is all we do know.

    Nice.

    Incidentally I also really enjoy survivor in the 8 player mode.

    It honestly feels there are just a ton of killer players wanting to see what happens when they gain a friend.

  • They're fun.

    The bots need to be scripted to not use them.

    It'd be more fun if you could pick up and carry an herb to apply to another player, but balance wise this'd obviously advantage the already advantaged.

    Maybe it would be more fun and somewhat balanced if you had to collect and combine them, like in resident evil, the red+green for the hook state removal. And with that you could carry them around.

  • I like the mode.

    It solves Tunneling, proxy camping, slugging, for the most part.

    It has base kit tools to fix dead zones and address the information deficits of solo Q.

    and all the other bonuses that streamline the boring survivor aspects of a normal match.

    The most difficult advantage of the mode to articulate is the lessened impact one non team playing type survivor has on the match outcome, and that might be the biggest and most enjoyable benefit.

  • I almost bought Chucky and his wife cosmetic because they looked like so much fun while watching someone play him next to me.

    But I knew they would break it, it was just too much fun to play with.

  • @xGodSendDeath said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876055#Comment_3876055

    People always say this. How do you "exploit their weakness of altruism" when they all stack styptics, insta-heals, Unbreakable, DS, Shoulder the Burden and have sent themselves to a map with a pallet every five feet like Autohaven, Badham, Garden of Joy? Do you advise tunneling the "weak link" out? What if there is no weak link? Isn't tunneling toxic and only bad killers do that?

    There is always a weak link. You don't always have the time to find it, as indicated in the other million threads related to generator completion speeds.

    Teamwork is communication. It happens in the moment and it happens before the event. Additionally, purporting that the only benefit or majority benefit of SWF is teammate reliability is nothing but an indication of the ridiculously over powered potential existent in the SWF concept as applied here. Simply put, its people that play a lot of survivor flexing how few of the tools at their disposal they need to use to dominate in simple chases; due to their smaller hit boxes, short generator times, second chase mechanics, and so on. You'll have to play smarter to over come the advantage they have.

    To address the original post, I find their weakness to be primarily egoism, and making use of that weakness to benefit your game play demands the same toolset you'd use to manage an individual afflicted with such traits in the real world. The opposite of altruism, to be direct.

    They won't nerf it, its the primary income stream.

  • The event that most makes me want out of a survivor game is sandbagging onto a gen.

    Hiding in a corner or locker used to have the same effect, but I haven't seen that in a long time.

    People seem confused about the foundation of the game as one team vs a solo player, that mind set does not make for a fun game for me and if I could gracefully skip such matches I'd prefer to.

  • Hooking is the least fun part of a match as a killer.

    The hook has to be right where I want it, a scourge hook if I'm wasting time with those perks, and the pickup has to be easy…

    I almost always use the hooks, but its work, and its totally for the survivor's enjoyment. Hit and down and move on to the next chase is much more fun.

  • Knockout+ slugging.

    Maybe this is the solution to the out of control slugging epidemic.

  • I don't find wolf form to be a joke, it has uses, but its not Wesker's bound useful.

    Hellfire works a lot like Alien's tail, rejected by the same sort of objects in game.

    Bat form's only non mobility use is at windows or downed pallets after a port and even though the form transition is quick, the delay before a M1 is ready is too long to make it like Spirit.

    He feels OP if I'm using it against uncoordinated solo QQ.

    But against people that have either silent coordination or verbal coms, its a challenge to keep up but not usually frustrating.

    I guess the big OPness to him is that he's similar to enough other killers that you could pick him up easily.

  • @russf10 said:

    I am being serious, slugging is so boring and takes forever to end the game. and of course we cant disconnect against it so we are forced to wait the entire 4 minute timer....... idk seems kinda dumb to me but i guess what are others opinions on this?

    They could just auto put you on a hook.

    Skip the whole bend down, get flashlighted, look around, carry the survivor, I hate that stuff. I do enjoy 4 minutes of watching a bleed out, but to make you happy, I'll take auto hook on the nearest scourge hook.

    I'm glad we could compromise.

  • @FFirebrandd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585516#Comment_3585516

    I'm assuming this was to me.

    Firstly, I said mid match for a reason. Equipping calm spirit is a pre match counter. If you choose to run it, you run the risk of having a dead perk in your load out if the killer isn't capable of forcing screams. Actually a worse than dead perk because it has that action penalty for... reasons. You can’t just realize the killer has UE and then swap out your perks. That's not how the game works. So Calm Spirit falls flat as a counter to UE for the same reason that Shattered Hope did to counter CoH.

    Secondly, pre running isn't a counter for two simple reasons. First, the killer still knows where you are and you're still blinded. The perk still had its full effect on you. Second, the perk can hit all 4 survivors and it is pretty easy to do that. Say every survivor pre runs. The 3 that don't get chased take a pretty short 5s to get back to what they were doing. That's 15s of survivor time the killer wasted with next to no effort on their part. If they take a bit longer? Say 10s? You're looking at the killer eating a third of a gen nearly for free.

    Thirdly, sure mobility killers have issues beyond just UE, but UE makes them much worse. The devs have to balance the game around the fact that Nurse, Blight and Wesker exist. Not doing so would be beyond stupid. Sure, starstruck getting nerfed a while ago because of Nurse wasn't a fun time, but it needed to happen.

    No. I did not address you because you are clearly absolutely convinced of what you're saying, there is no argument to be had that will result in a movement of opinion by you on this topic.

    The statement was in general, because I use the perk, and those things are what it does and how it is countered, by people that want to counter it in game, not via developer petition.

    But, anyways...

    We all bring perks we might get no use of, its just how the game is built, sometimes you guessed right, other times you didn't. Its like Rock, Paper, Scissors, if it had a developer who could step in and break your opponents fingers if they were harassed enough.

    If Ultimate Weapon really messes your play style up so badly, you have calm spirit. You just equip it. Always, and you will not have to be forced to confront the issue. If you feel the downsides to calm spirit are so oppressive, rally some support to have it changed. I will sign that petition. Calm spirit should not have those downsides.

    Pre running is a counter. You run. Killer chases. Or he just stands there and watches your use of "W". Incidentally since I play survivor, I do this as well. I often waste the killers time by holding "W". It is power. I don't know if its fun, but it defiantly uses up time for other survivors to finish generators so they can get back to the lobby.

    Does Ultimate Weapon require effort to use, you mentioned. Not really( Map depending), but what does that mean? Does that mean Lithe needs to go? Sprint Burst? Blast Mine? Basically any perk that gets setup by a very common occurrence or event that is part of normal game play is prone to the too easy for the effort attack. And I do not want them messed with.

    I'm not going to argue with the mobility killer issue. Nor do I want to. Those killers are just better. Its a massive advantage to run a killer that can cover the map quickly.

  • You have two counters.

    You can Calm Spirit and not be bothered at all by the perk.

    You can scream and pre-run, which puts you running at a min of 24 meters, which is too much for a normal killer to chase.

    The killers that work around the pre-run issue, have other preexisting issues, and have always been complained about. Changes to UW won't address those killer specific complaints.

    I find the perk nicely adapted to the issues the game presents.

  • Its like a coordinated effort to assault Ultimate Weapon.

    I'd be impressed with the preservation and cross media consistency of the effort but the arguments are very bad, and although the people who change game things have a history of going with the biggest naggers I still have have hope that they'll be able to resist, this time.

    Its a good multipurpose perk.

    Its not a replacement for traditional aura perks, because it gives no aura or indication of direction of motion.

    Its not regression because with DMS it only moves the survivor along for 30 seconds.

    Its not a chase perk because it doesn't mess with cooldowns are show aura at close range.

    But it does a little of everything, just no one thing amazingly well, aside from annoying survivors at moments they don't want to be bothered at.

    It reminds me of Lightborn in that way, it messes with the status quo, but isn't especially powerful, just different in an uncomfortable way.

  • I think its all fine and fun.

    This game isn't going to ever have an E-sport balance , Its fun stuff for survivors to mess with, taking it all out reduces the game to map balance issues, killer power and, loops. Only one of these are fun to see tuned.

  • He's not weak, or unfun to play, but he's not Nurse, Blight, or Wesker.

    He also has some very uncomfortable details to his tail usage that likely turn people away from using him. Aside from everything already covered, the invisible walls around objects are very difficult to work around. HIs lowered PoV makes some maps a headache to play on. And regardless of assertations to the contrary, the turrets do in fact remove his anti loop ability and turn him into an M1 killer.

    So, most likely people that want to win don't want to invest time in learning to work around those issues.

    His early release state, although broken, oddly accurately addressed the above issues, aside from the turrets.

1 2 3 4 … 12