NewPlayer100102
NewPlayer100102
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552707#Comment_3552707
This game isn’t balanced around SWF. And games that are balanced around high-level play (for any role: See Friday the 13th, see Deathgarden) die. Why do you think that is? (Rhetorical)
Yes. I know its not balanced for SWF. That is what the conversation was about.
These games are complicated. I didn't play the two you mentioned. And I didn't work on the development of the games, I can honestly say, I have no idea why they are gone. If you mean to imply they failed due to balancing around the top of the game, well, maybe?
I don't see the immediate association, but sure, anything is possible.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552593#Comment_3552593
The range here is not the problem, its the animation and the sound cue only playing when you have 400ms at the latest to dodge it. First of all you cant move your character enough to dodge it, if they whiffed they simply missed. Second of all this isnt even accounting for latency, which we all know also plays a big part
You can dodge the tail in the open.
I went and we did this to confirm. It just works. The hit box seems larger toward the base of the attack, so if close to the source you might not be able to dodge at all, but at the range were talking about, a normally player will just use M1.
I would not use the tail this way, because it is in M1 range, and that can be used instead.
The tail works best over walls, vaults and so on...
And you can defiantly dodge those by hitting duck.
OFC latency is a thing. Its possible people might play against one they can not dodge due to it.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552608#Comment_3552608
SWF is the natural growth path for survivor game play? I don’t think I’ve ever played a single game in the history of gaming where playing as a team with friends was mandatory for decent gameplay. Not extraordinary, not good. Just decent. You may want to rethink your take here, bub.
No.
If you want to compete and win. You will do what is necessary to win.
If SWF is required to win, because the game is balanced around the advantages that it has you will do that.
Now, as I don't think the game is balanced to require that, I can mention my take on it, which is:
Learn to run with your face in the smooth loopable structures on each map and you'll be good enough to contribute your 1/4 of the work toward a group win.
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@Blinckx said:
I start to tunnel as soon i click "ready" in the lobby
👍️
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@GensByDaylight said:
Oh my ######### god.
HE ACTUALLY WANTS TO NERF PIG!
ITS NOT EVEN A MEME!
I agree, nerf pig.
Its so hard to survivor...
Ultimate Weapon.
Pig...
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552029#Comment_3552029
Because DbD, being asymmetrical, isn't like other games.You can balance most games just by looking at high MMR, because everyone is playing the same type of game.
The difference between soloq and SWFs is enormous. This is true of all games, but in other games both sides can either be playing without comms or as a team. In DbD the killer can't suddenly be more of a team player because there is no team to play with.
If you balanced around 4 person SWFs, soloq would get destroyed, if you balanced around soloq, even if it was the best soloq players, SWFs would have a massive advantage. So they try and shoot for the middle, which is a decision as a100% soloq player I'm not thrilled with, but realistically might be the only thing they can do.
I would think most players would want to play better over time.
If a SWF is part of that growth path, I would assume the soloQ would want to do that.
It somehow feels a little misplaced in its punitive focus to hold back balancing simply because some players have other people phobia.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552503#Comment_3552503
Dodging Xeno's tail is like dodging a Nurse out in the open. The only way its happening is if they make a mistake of attempting to make a read to get a hit when there's nothing stopping them from doing it on reaction.
The tail attack is near the range of the M1 lunge. I saw little need to test it when an M1 would do just as well.
In short, if a tail can hit you in the open between obstacles, you were fractions of a second from an M1 hit. I suspect the tail is easier to dodge, in this situation because it has a sound que, and you don't have to look back to see the animation start to move out of the way.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552503#Comment_3552503
I never said it was impossible, I said it was insanely difficult, and often relies on some level of prediction since your average player cannot react in time to actually dodge it.
And I wasn't trying to take away from all your concerns by commenting in your thread.
But I wanted to point out. Average people can. And they will do so at a greater rate in just a short time.
It was a detail touched on to counter a misconception I had to personally waste a lot of time confirming due to forum folks claiming it was uncounterable.
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You have a lot. And I feel so much is valid, and if only someone its aimed at would address it with action.
But, anyways...
" And, of course, the Xenomorph that has a power that is hardly telegraphed to the Survivors and is insanely difficult to counter within a chase."
I tested this a lot, headphones on, turned off. Just visual cues. You can dodge it.
Its also a mess over short walls atm. I get that its new and survivors haven't discorded around the exact button combo to counter it widely, but its there, and although it varies based on distance and obstruction, they'll get it done.
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Everyone I play against knows:
Separate gens is win.
Multi people on gen at end only.
They could be Team Potato and they get this.
Even so, if I wanted to beat up on disorganized drunken individuals, I have a local bar for that.
Here, I want to deal with the most challenging things the game has to offer. And maybe in that match, gen times need some examination.
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With a chase build, never.
With a regression set up thing, for what thats even worth, after the chase?
I guess...
Its been so long since kicking was worth it.
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This should be a rotating event, Night of Tiny Knife or whatever...
Just for fun, grant one player the knife and bonus blood points for assisting the killer.
Something to change the game play loop, rolled out on a very rare event schedule for like 24 hours or so.
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Can you recall when you started playing this game?
I can...
Survivor gameplay makes no sense when you start. The things you want to do to be a good survivor are extremely non intuitive. And added to that, don't even sound fun when honestly described.
Killer on the other hand makes total sense. You just kill people.
So at the low end, you have a total shitshow, and your stats are a mess, and if you balance out of that. You don't have balance. You have abuse, and here we are.
😀
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are the developers going to do something with the generators?
I think they will append the haste on MFT to generator time. Stacking, of course.
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Why would I fear tunneling? Does anyone that plays as a killer fear to tunnel someone?
I assume two things:
Everyone knows tunneling is not fun for the survivor that is being targeted because, if they are solo its a short game. if they are a SWF component they have to sit and watch and wait for their crew.
Everyone knows tunneling removes a person who can shorten gen time, so it is a gameplay necessity if the survivors are efficient. Its the only way to slow down the match without perks.
I can reason out from there.
Gen total time is 450 seconds as a base. This is not okay, because, and I'll be equally sloppy with the killer sided math here( at 30 seconds per chase that is 360 seconds of that and assume 5 seconds to carry to a hook that is 60 seconds of that for a total of 420 seconds of average guaranteed, you can not get around it time spent doing things to survivors. That gives you total 30 seconds for map traversal and finding of survivors that don't want to be found. And of course no mistakes allowed.)
So, if that is the math behind the game I've decided to play, why would I fear tunneling? I don't have the time not to, UNLESS, I don't want to win.
And lets be honest here, I often don't. A lot(but not all) of killers I play against or with, don't. The reasons vary, but I feel safe in summing them up(without polling them) that its just not worth it.
So why would I tunnel if I don't want to win? Normally I don't. But I will, if you do something annoying. That instantly resets my win conditions, I no longer care about fun or hooks or pips or anything. I just want the annoying person to stop doing what they are doing. So I tunnel that person, and if they are a SWF, the rest of the team, in the very unrealistic hope that team mates will spread tips around about not being annoying in relaxed matches.
So, fear it , of course not.
And when I play as survivor, if a killer tunnels, I simply think.
O, they want to play the game...
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552029#Comment_3552029
It is extremely perplexing to me.
My theory, although i have no proof of it, is:
- The reality is, this game is 80% survivors, and 20% killers.
- Even though there are people who "play both sides" equally, the vast majority of people have a preference, so they at least skew more often to one side.
- Because of this, in general, the majority of the player base "plays survivor"
- Because of that, now you need to think about the "average" survivor experience, which is dealing with solo queue.
- Because how miserable that can be, we see people wanting balance to made from that POV.
So quite simply, i think it is bias. When you look at a game like say, DotA 2, or LoL. Both sides are the same, so generally people look at balance decisions around top players in mind and say it makes sense.
Makes a lot of sense when you put it that way.
Its just a numbers thing, and a sales trend analyst would I suppose, be the person to talk to about...
balancing?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549605#Comment_3549605
- Why does garden of joy window still exist?
- Why hasn't badham been nerfed?
- Why is MFT still not nerfed?
- Why is buckle up + FTP still a thing
- Why are they gutting skull merchant to be completely useless despite the fact that 3gen is beatable, and they could have simply fixed it by taking the "while working a gen drones don't affect you" part and just made that as part of the currently live kit?
- Why did they nerf alien tail attack even though alien is objectively weaker than blight and nurse and neither of them have been touched?
- Why do they STILL not have something in place to deal with the fact that SWF using discord get literally, and i mean literally i counted, 90+ perks for free, and many other things that aren't perks?
- Why are tournaments such a joke that only 2 killers are viable in them?
- Why are tournament such a joke that the only way they become playable is by:
- Creating some kind of "point system" that isn't about escapes vs kills so that killers stand a chance
- Hindering survivors in some way by preventing them from bringing duplicate perks or items, or locking down addons to a certain level?
- Why is it this community for some reason thinks that this is the only multiplayer game in existence where you can't balance around the top level
- Why is it that the game, despite being in its "most balanced state ever" is still extremely survivor sided at the top level
- Why is it that the devs continue to ignore killers like trapper because "won't someone think of the new players"
I agree with most of your points.
But...
"Why is it this community for some reason thinks that this is the only multiplayer game in existence where you can't balance around the top level."
I really want to know why this is what it is...
It seems like such a cash losing tactic.
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Why would you put Ultimate Weapon on Blight in place of Lethal+ BBQ?
You can use that aura combo to see through the objects and bounce to flick a player with no line of sight.
Lethal+ No where to hide provides the same setup.
Thats a lot more better than hearing a scream over there, and having to actually chase someone assuming they don't move.
There are a lot of reasons not to like Ultimate Weapon. The blindness is annoying, especially when you're not paying attention and have a low contrast map and have to ask someone where the hook was. It works very well to intercept an unhook, which usually means a third survivor has to come off the generators to complete the unhook, and if they're extra special in their approach can result in three survivors down and hooked very quickly. But these are all misplays. Paying attention, taking a different approach to the hook, a lot of things can remedy the issues the perk causes.
It just seems like this perk upsets certain players because it demands they examine what they're doing, it doesn't have a clear way around it, like approach such loop from this side and face in wall for 3 turns before the pallet drop. I'm honestly confused about why people who get bored with the game play loop or so put off by new stuff.
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Stop playing the match normally when you see this.
Tunnel the person who you hit that had protection when you hit them. Because you they have deep wound now.
Area camp to block unhooks and tunnel the player that you just hooked.
Once this player is dead, consider that you win. Tunnel the rest out IF you feel like it. Remember they planned to do this, you likely showed up to rotate hooks or tour pallets or whatever.
If you fail to tunnel the first one out, don't feel bad, they can do a lot with simple text apps or voice chat.
You'll eventually get it.
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Survivors make bad plays all the time. Rushing to unhook when a killer has control of the area is very common, like every other game common. 1/5th of those times the unhooked person will try to block LOS for some reason and generally call for a tunneling.
Its rare that I'm cited as the source of the tunnel in EGC though...
I like to think they usually understand its a them issue.
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Just replace blindness with oblivious, I really don't want soloQ unable to see the unhook, that is very unfair.
SoloQ don't need to see the terror radius, they'll be as good without.
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@Alen_Starkly said:
Speaking of Hillbilly, the devs nerfed him to the ground, and refuse to give him (back) some good addons. And Blight is still going rampant with over-dominating kit/performance. Both are high mobility killers, Blight being the better one both basekit-wise and addon-wise. It baffles me why there is such discrepancy between the two. It's like they're fearing buffing Billy to become decent, but they have no problems at all letting Blight being overbearing like this.
I wish that the Devs would stop being silent and actually tell us why they're not doing anything about the Blight. Do they think that he is balanced and in a good spot? Is there money involved that they would lose if they nerfed Blight? Blight has an amazing selection of addons, but Freddy and Pyramid Head for example have some of the most boring and useless addons in the game...
I assume they just break things and forget about it. Which is why I would personally rather they don't touch Blight.
Even if I feel some add-on adjustments might be nice, I feel confident in saying once they and their audience are done, things will be worse.
This is what they have a history of doing, as you pointed out via Hillbilly. Why would anyone want to continue that cycle?
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This could be good.
I haven't even tested the hook changes. Don't care.
Slug Lord sounds fun.
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@Rogue11 said:
The main problem is the synergy with DMS. blocking all gens for 30 seconds after every hook is not balanced.
There's also the fact that it's basically a stronger version of doctor's power that any killer can take, with a half as long cooldown.
Imo it should trigger immediately based on the killers current location and terror radius. Currently it's hands down better than every other information perk while also giving insane slowdown with DMS.
You're opening a locker to trigger it.
######### would most killers open a locker?
Thats wasted time, where as using No where to hide has you kick a gen which is not so much wasted time. BBQ shows you across the map. And that other new alien info perk is ass, because you can't have two good perks on one killer.
Ultimate is nice cause it keeps survivors moving, usually across ground they don't want to move over. I don't use it with DMS, but thats two perks to setup some slow down, I'm still not seeing an issue(3 if you bring distressing).
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I don't see the issue with this perk.
The survivor screams once. You can go find them, they can run away.
Thats the point of the game. No one liked Skull merchant because she did not need to chase.
No one likes the last two survivors in the corner of the map sitting. waiting.
The perk has more uses than that, but at least on the Xeno it doesn't feel massively OP and in need of nerf because its destroying survivor game play.
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The purple lens addon bothers me.
You can hit a blind from outside my FOV, up a wall, through a wall(I'm not sure if thats the addon or just broken map stuff). aiming at my feet, and so on...
Normal flashlights are fun.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548230#Comment_3548230
I think it’s more than just ‘bad’ teammates. Solo queue survivors are generally unskilled, unintuitive, and often play with their own agendas (tome challenges, earning bloodpoints, memeing/trolling, etc) but you can always play for yourself. Any survivor can. You don’t necessarily need a team to escape a trial; you can do it yourself with the right strategy. If you want reliable coordination, forming a SWF is best.
Yah.
They can decided to play however, I don't get mad at them after the match has ended.
I don't see it as a problem, its just how the game grew its culture.
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@UnknownKiller said:
In the first video if u reproduce it at 0,5 speed you can clearly see it failed but the second one its clearly a hit.I think they made the hit tail with same hitbox as deadslinger harpoon
From my experience on the PTB with the tail, that hit should have raked Leon's ass.
The changes to the tail are not so much about nerfing or buffing it. The changes alter how you can use it, and I would call it a "nerf" if on average, I found less opportunity to use it. Its been very difficult to drag it laterally as it is configured now, which in the Leon example above is pretty useless overall(cause you always just M1 him at that range and angle), but over a short wall was very useful.
Someone mentioned they fixed it on the new PTB. I'm not going to download that again and test it. But I'm not trusting that the developer team will make it useful again, just expecting them to make it different.
And I guess we'll see what the community decides to make of the changes.
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548232#Comment_3548232
"The DBD-Team is aware of this issue and well look into it but we cant give any concrete detail as of right now"
Okay, thanks.
I'll just wait on that line, behind the Twins.
I'm sure you'll get to this issue right after lunch!
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Well...
The people in charge would need to say something like:
"We're looking at the specifics of his special attack..."
But instead we got:
"Toxic Behavior!??... LOLOL! Thats on the player base to resolve!"
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@Ayodam said:
I always wonder where those killer mains who complain ad nauseam about how ‘OP’ survivors are when threads like this pop up. They say jack all about this very common phenomenon you’re facing, OP. 🤷🏽♀️
The worst thing about solo survivor is the other survivors.
Out of hundreds of solo games, I have one bad face camp memory. I have dozens of intentional training of the killer onto me on a gen, even more memories of people not touching gens... and so on, its not worth complaining about.
But what could I ask for to change this? If solo survivors won't take the goals of the match seriously, short of a major re-work of basic mechanicals nothing can change.
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I'm unable to drag his tail sideways and get hits at this time. This is bad because it was one of the most fun aspects of his PTB setup. I can still hit animation locked survivors and I can still drag it downward to counter a duck reaction dodge.
But aside from this, I just did a match with all sub 30 second chases and it was a 2k. Something is just not good enough with this killer. And although it was argued to death about whether or not he was fair with a no cooldown tail, he had potential to be competitive with the top of the rooster. Like this, even with the hit box fix, I don't think he can be.
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@Peanits said:
You have no obligation to, but I'm gonna be blunt, this is horrible logic to follow. Flip what you've just said to a Survivor's POV and you've just created an endless loop. All it does is perpetuate toxicity. Running into a bad group doesn't absolve you of any wrongdoing when you decide to take it out on the next group. You've just decided to become part of the problem at that point.
Play the way you like so long as you're not breaking any rules, but you can't take the moral high ground and preach against toxicity if you stoop to their level. This goes for Survivors as well.
Some people can recognize that there's a person on the other side of the screen and like to play in a way that's fun for everyone. There's nothing wrong with that. If you're in it to win and you'd rather use strategies that help you win, that's fine too. But going out of your way to make things worse for people is never going to be justifiable.
We just play here.
You built it, you run it.
And you get paid by it.
I feel like if you wanted this issue settled, you'd have done it.
Or at least, tried to move the acidic needle in a positive direction.
😀
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@Xenolover88 said:
Usually the first gen pops after less than a minute, most of the times 30 - 50 seconds. How is that even fair. Im not even able to look at every gen on the map before one pops
Generator completion times are very short. You can not visit each one to check for survivors before they are done.
Reduce the impact of this via killer choice and perks. Start another thread or check videos if you are legitimately wondering how to have a better match start.
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@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542496#Comment_3542496
I learned that lesson with the Onryo rework PTB. We gave them a ton of feedback on the problems relating to the rework as well as how it would likely make gameplay less fun for both sides. All of it was pretty much ignored and we are stuck with Onryo that is either weaker than before when going against good survivors or destroys soloq and gets handed easy wins. Horribly balanced.
I assume they have a private invite only test set up. And these people decide what is really going to happen, and these players are NDA about it.
It feels like they balance like that intentionally, very harsh for uncoordinated survivors and very predictable for a practiced and coordinated group. Although, I guess its possible they really do feel this is all okay, because financially its been working.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543314#Comment_3543314
it's this https://youtu.be/b4grJs2c4xw?feature=shared first down is barely ten seconds in and nothing Feng could have done about it and it continues just like that. I suppose in a way you're right: they were not actively trying to prevent that state. Though that's because they never got a chance to do so. I also like the accidental in that title. I think it says a lot.
Personally, I see a lot more of those blights and nurses as surv than I see genrushing survs as killer (we see those nurses and blights often enough that the phrase "another funny one" in an overly sarcastic voice is how we ended up calling them). I think you eventually reach that point on both sides if you play regularly and it isn't fun on either side if you don't have that hyper sweaty mindset.
It's imo very sad and it really upsets me, so I do feel where op is coming from, but it is how it is. There are plenty other games and touching grass isnt so bad either ^^ I used to sink pretty much every free minute into the game; 50-70hrs/week. Now it's more like 5-8, and it's because of the people in vc, not the game.
Okay.
Number 1 and 2 were hits.
Number 3 didn't even attempt to dodge, which is not how my Blight games go.
Number 4 just stood there, she gave up. Like a killer that hides in the basement when 3 gens pop on first chase.
But the point I think being that open match info perks on blight are very powerful. And ofc they are.
I do think it makes a nice case for adjusting that iri tag addon.
I personally don't play like this, on either side. I found it as little fun for me to rush, as it usually is for the opponent to experience it.
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Did I mention the map vision issue with this killer?
Maybe I forgot to say:
He's like a foot tall in runner mode.
I can't see a ****** thing on maps like swamp or temple, because those bushes are over his head.
remember that equity and fence cartoon?
Thats how it feels.
Which is bad, in case I wasn't clear.
Also Dead dog ... it has those bushes.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543255#Comment_3543255
I don't really play hux so I can't speak much on what it's like going against EMP's. There is a fine line between making them take too long to grab vs not long enough. The 70% would be cool to see and maybe make adjustments after that. Playing against hux I never felt it was time consuming to grab and emp and that is an issue.
I was just comparing what it feels like to losing power the power. To me it feels the same when I can't use pallets or other resources like I normally can.
As far as turrets go, since I've bought Xenomorph, I can't really tell the turrets do anything. Occasionally they knock me out of power but most of the time I'm able to destroy them beforehand. They don't feel unbalanced though. Even when Im setting them up.
I'm afraid gens are going to keep feeling fast unless something major is changed. When I play survivor it feels like if one or two people aren't on gens early then we lose most of the time. When I play killer, if I play nice they seem to fly by.
If you ignore the turret, the survivor will go to their most practiced loop object and you can't hit over it, through its pallets , or over its vaults, so you have to M1 style chase or leave.
If you stop to tail the turret you cooldown and they get space to do with as they want.
I think the turrets are very cool like this. Alien's power on the other hand, needs something.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543234#Comment_3543234
Have you met a capable Nurse, Blight or Spirit with Lethal, dead set on ending the match asap? At the very least those three don't need the survivors' help to end a match in two-something minutes if they bring the right addons. (Just look at the current 1min53sec blight record, no survivors helping there - just run boy with double iris being fast and insta downing)
That being said: you're absolutely right. These records show the absolute minimum time requirement. Be that on surv or killer. But that is the whole point: just because some individuals had the right combination of build, skill, attitude toward the match and some luck doesn't mean it actually means anything when it comes to the game as a whole, or that it is in any way shape or form representative. - It certainly doesn't mean that anyone who can't keep up with the records automatically has a skill issue.
Yes I have met those people.
Bubba would likely hold the record time.
I do not know the specific Blight match you are referencing, but I doubt the survivors were activity working to prevent such a state of affairs.
Killer players do actively work to prevent a 3-5 minute gen rush.
Both are possible outcomes, one is a common goal of a competitive group, the other is lesser seen and as stated confined to 1/10 or less of the available match possibilities.
The more survivor I play the more I learn to avoid the mistakes that lead to an early failed match.
The more killer I play the more I learn there isn't much to be done when survivors are determined to exit quickly, have practiced to do so, and commit to doing it.
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@Amaroq64 said:
What nerfs? The patch notes listed mostly buffs to an already oppressive killer.
What buffs?
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Yes, this happens.
And the second PC next to me running a different DBD match is always fine.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543024#Comment_3543024
You're kinda using the video as evidence for your claim...but the video and the record are actually not suitable evidence for that claim.
For the record attempt the builds were optimised for gen repair and literally nothing else. The record setting match was against a Legion, who had little going for him to counter genrush (aka hinging on luck). Other matches turned out to be somewhat longer (3-something to 4-something minutes) - and the time got stopped when the first survivor got to match result screen via exit gates, which also shaves off a number of seconds and ignores the fate of the remaining survivors. It was all about getting one person out through the gates ASAP. - Which iirc isn't exactly the outcome people aim for when playing the match.
Idk if someone did a "how long did it take me to down every survivor" video but given the perks and killers that are around I imagine nurses with an aura reading/scream/exposed build will regularly have four slugs 30 seconds into the match, and then it just depends a little on luck how quickly they manage to actually hook them and end the match. Similar results can be expected with spirit or blight. ---- That's about as representative of the overall situation as what hens did with his comp friends though, which is not at all.
What Hens did is prove the absolute minimum amount of time required to complete the match for the survivor side, something that when playing as a killer you figure out in your first 500 hours or so.
This is something survivors can and always could work to setup on their own, that they don't want to play optimally as a team isn't really the killer's concern.
For a killer to attempt your contrasted example, the survivors would have to either assist the killer, make mistakes, or mob the killer with intent.
These aren't really related. Survivors wanting out fast is a common event. Survivors wanting to present a killer with an easy blob target is very uncommon.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542538#Comment_3542538
The Tails hit box is extremely small. It was entirely possible to miss hits before the nerf. Now it seems to be even harder to hit.
I get that a lot of people are mad at Alien, because of the bug. But that was a bug and shouldn´t be a reason to want the killer stomped.
Thank you.
That has been my experience while trying to use this killer.
Small hitbox combined with bizarre hitboxes on objects you'd want to drag your tail hit around make it hard to use away from a pallet or window.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542471#Comment_3542471
Eternal on Hens channel YouTube
Thanks...
Thanks...
That is a fun watch.
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I played PTB.
I wanted to ask for things for the killer, but its pointless.
They will do whatever they like, they seem uninterested in feedback unless its from a prominent media figure OR a social network barrage.
Screw that, I'm not wasting time typing up feedback from testing for that treatment.
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@Alice_pbg said:
did you know they broke the record for fastest escape in a random lobby recently? 2:57 seconds. I think that's neat. 3 people out by the 3 minute mark
This happened?
I want to see...
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538377#Comment_3538377
The problem is this is a pvp game. It would be nice if there was a win condition that allowed everyone to win, where the killer can score all their hooks and the survivors can escape, but pvp games aren't like that.
Someone has to lose in order for someone else to win, and unfortunately most people can't accept losing.
An 'everyone wins' scenario would mean every would gain positive MMR. Everyone would only climb, and MMR would be meaningless. Or any system that replaces MMR for that matter.
Technically this does exist. The killer can deign to accept 8 hooks as a win and let survivors go, and take the MMR hit in exchange. That's completely fair. The killer can still typically score a comparable amount of BP this way too. So this already exists, it just can't be legitimised and recognised any more by the system without undermining it entirely.
I actually did that with Blight , because I read all the threads here and both felt bad and thought ######### not? It won't hurt.
In 2 days I was facing completely ******** potatoes.
It was so very bad, they almost jumped on the hook, I struggled to get them out the door some matches.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542187#Comment_3542187
I think if you're good with singularity then he is more fun for killer player. He is complex and not easy killer to master so not many going to put that time on him but those who do are force to recognice.
I haven't tried xeno now after the nerf to be honest how much worser she is? And haven't seen her for while people stopped playing her even before the nerf.
I hate to face the twins good thing they're rare victor is uncounterable but they have so many bugs and need some fixes so any nerf now would be unfair. I hope they change twins to be playable by 2 players they are perfect for that but they would be OP but fun to play with friend.
She works like an M1 killer that survivors don't want to loop. And can be blinded by the turrets.
They just run away, if their team does Gens, you will likely lose.
A lot of what I have found to work well while using Xeno comes from the tunnels.
If Behavior was listening to feedback I'd recommend a rework before release, but they don't so...
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541860#Comment_3541860
You actually cannot dodge him on reaction. His attack charges and moves too quickly for people to react to
This has not been my experience at all.
When testing around the geometry of a car, which is different from its visual representation, sound and motion gave the target time to move out of the way. Making it impossible to determine if the tail could hit over the object. I had to ask the player to stop dodging to find the objects edges.
When running in the open, as someone mentioned prediction is involved. But this is not a good time to use the tail hit. Just M1.
When hitting someone that is clearly going to pallet drop, I don't think the tail can be dodged if timed correctly, because they are stuck in the animation. This is a good skill to have use of, but it relies on the survivor going to the pallet. They don't have to do this, they can just hold "W" and as long as the other survivors are working gens, they should win the match.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541792#Comment_3541792
His Tail Attack charges faster than you can react to. There's not really any "looping" him. You have to get lucky. He's a perfectly fine strong Killer, if you think he's cool, play him.
You can just dodge him.
Just move to the side, and he will miss, its not hard, the hit box for an aimed tail hit is tiny. Survivors have 100% got this down.
Dragging or flicking it is a little different, but this won't be done with forward motion.
The ability to use the tail hit rapidly was nice for learning the geometry of things, so you could figure out how to hit over something. It was always dumb to use the tail in a straight forward hit, when an M1 would do, and do better.
He needs help, this, as is, is not okay in my opinion. He might not need what he had pre nerf, but something should be adjusted.