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OrangeBear

OrangeBear

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  • @xggabs said:

    @OrangeBear

    Ghoul, Krasue, Dracula, and other new killers are extremely overpowered, and this is making matches feel very unbalanced. And about the new Myers — he is not weak at all. In fact, he is literally slicing survivors as if they were butter, like a razor-sharp Tramontina knife (a famous Brazilian kitchen knife brand).

    They postponed the anti-tunnel/slug changes but for some reason kept hook states visible for killers – they probably did not understand the impact of this.
    In any case, yes, the game is extremely frustrating right now.

    No he isn't. There are far too many pallets and survivors have far too much warning.

  • I don't think it's as simple as they favour killer i just think they have been very insensitive to the balance of the game.

    Krasue + Ghoul are very overpowered however the pallet density change is far too much against average killers. The new Myers is really weak.

    They postponed the anti-tunnel slug changes but for some reason kept hook states visible for killer - they must have not understood the impact of this.

    In any case yes the game is extremely frustrating right now

  • They adjusted it "to feel more lunge-y". Yes, you're right, it's really not as good anymore, he doesn't really have the capability to outplay pallet loops anymore. He ######### sucks.

  • Projectile has no counterplay and her chase is very oppressive. She's basically like OG chucky but better because she is faster overall and has no cooldown on her attack. It's ghoul release levels of devastation.

    Yeah… it's hard not to feel anything but numb as a survivor anymore.

  • I'd like if they did what the binding of isaac did, ask players what they think the most useless perks and killer add-ons are and go from there.

  • @BlackRabies said:

    FNaF was an overall success and this happens with every single update with player count going up and down. This is a normal thing for every single video game out there it's not just DBD.

    That's besides the point. I did not say fnaf was not a success, i think it was. However, as i say in the title, it was the single biggest opportunity for growth the game had and BHVR fumbled it. It was the most requested license and they seriously underdelivered in terms of quantity. The map should have had it's own realm. There should have been a survivor, maybe even two. The game should have been made more new player friendly in time.

    However in terms of quality, Springtrap is great in my opinion. They chose quality over quantity however with other licenses they did both so why didn't they do the same for FNAF? Maybe its because of TWD but that ended up being slop anyway.

    There is an infamous clip of DAWKO getting punished by the go next prevention for getting tunnelled. That could have been avoided but the devs were too careless and with TWD they're having the pay the price.

    But the fact of the matter is they will probably never get an opportunity as big as fnaf again. Especially if they dont learn from this past year.

  • Yeah i've noticed this for a long while, it's quite insane, the higher fps you have the more chance you would get to see too.

  • Yeah escapist is pretty busted. Towards the end of it it's the only class i used and lobbies were hitting the max each time. My escape rate was pretty high.

    Although they made guide #########, a rework was necessary but classes are becoming really unbalanced as time goes on. Medic was great but Legion and Wesker counter it. Scout is strong but boring and unrewarding.

    Killers are also pretty unbalanced too. Wesker is busted, 3 dashes have no counterplay and he practically has scamper. Legion also continues to be extremely boring.

    Idk what the devs are doing with this mode, it's starting to feel like they're giving up on it yet they are putting it out just as frequently.

  • Well, as Jarky said After each release on switch you'll have 5 days to cross play with other platforms before they get bugfix 1, then no cross play for switch until the release of bugfix 2 which is about a week later.

    But yes for 2 days after the release on other platforms switch also cannot cross play then. So it'll be a 2 days of no cross, 5 days of cross, 7 days of no cross, 4 weeks of cross and repeat.

  • That really sucks but i guess it's a nintendo problem

    edit : i just realised, this means switch can't cross play for 2 weeks after each major update? That's devastating.

  • It's actually not a bug, they removed this part of head on when they did the afk crow update for some reason.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001905#Comment_4001905

    No they are efficient on gens, you are not. Your MMR is clearly too high and you are fighting to keep a spot you nearly cannot. I advice you to play without perks until your win rate is stable and start from there again.

    Yeah ok bro just don't read what i say at all

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001835#Comment_4001835

    if you are so strapped for time, that you cant kick a generator. then your MMR is clearly too high and you are fighting to keep a spot you nearly cannot. I advice you to play without perks until your winrate is stable and start from there again.

    Bro, i know generators have skill checks but just because they are getting finished fast doesn't mean they're skilled, toolboxes and killers with no chase powers on pallet dense maps exist xD

  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456686/basekit-pain-res-instead-of-pop

    takes away the balancing aspect of the regression being base kit. killers get base kit pop but then would have to actually find the gen with the most progress and kick it, making it pain res takes away what would make it balanced.

    It's not balanced though because lower tiers can barely make use of it because gens will just get finished before they can even use it, if they can even afford to walk to those gens in the first place. It's UNBALANCED because higher tiers synergise with them very well

    Pain res is more universally useful than pop. Its usefulness would be quite similar across all killers.

    If devs are serious about anti-tunnel measures than there needs to serious compensation.

  • @ArcT said:

    Pop/kicking gens encourages killers to move away from the hook.

    Base Pain Res on literally every single (non-consecutive) hook would massively encourage camping for trades, and giga-buff the absolute ######### out of Dead Man's Switch and Surveillance.

    But the problem is a lot of killers just can't. Considering theres 70s hook stages you cant really win with hook trading even with a basekit pain res.

    Also pain res still encourages you to move away from a hook because it allows you save a generator from being completed. Pop requires you to get to that gen after hooking and then it requires you to actually kick it which might mean dropping a chase which makes it pointless on non mobility killers.

    I think basekit pain res shouldn't cause survivors to scream so it wouldn't work with DMS. I never liked this aspect, they brought it back because of merciless storm when they always should have just adjusted merciless storm instead.

    Surveillance could be adjusted to fit this.

  • @Emeal said:

    Pop is better because it encourages Killers to kick Gens, if you want automatic regression, you run Pain Res.

    Yeah but the problem is most killers cant afford to do this. If they basekit pop the meta is just gonna be to finish gens as fast as possible especially at the start and as long as you don't 3 gen you'll be good.

  • Outdated info. Latest Q&A revealed they are working on an update for him.

  • Springtrap's mechanical footsteps are a huge part of the fnaf fantasy, i feel like they are fine as is. They should adjust glitchtrap's audio.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001192#Comment_4001192

    Yeah, I don't know that this is the best answer, but old Myers had/has to go. He's stale and boring, and I say this as someone who has played a lot oy Myers.

    So long as the SM is kept essentially intact, I welcome the change.

    There is a problem with what i said?

  • I wouldn't really consider him Dashslop. He's basically like leatherface.

    Plus… current myers needs to go. Every match is purple tombstone. And he's otherwise quite boring to play due to having no real chase ability.

  • @[Deleted User] said:

    As it turns out, being 4.4 m/s with a power that has a 7-10 cooldown really sucks and encourages you to play in a boring, zoning type of way or risk having the match snowball out of your control if you miss too much. Like sure you become 4.6 m/s when you throw the hatchet but…who cares? Who's threatened by a 4.6 m/s killer without a power these days? Why not just play another mid-range zoning killer that's always 4.6 m/s that can actually spam their power (or has 3 powers like Dracula) to their heart's content at that point?

    The teleport is just kinda bad and inconsistent due to the giveaways, same as his stealth. And you give the ability to teleport and occassionally reveal the killer to the survivors, yippee.

    Great audio design, great visuals/animations, great voice acting, half-baked power design. No reason to play him unless you're farming for orbital clips.

    I don't think his teleport is bad. The fact he can show up at any door at no cooldown with 3 seconds notice is very strong. You're able to surveil the map better than any killer. For that reason he doesn't really need his stealth but he has it anyway.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000089#Comment_4000089

    Hes essentially a weaker huntress/Xenomorph. His axe is just terrible compared to huntress hatchets.

    Well, i can think of a lot of reasons to play Springtrap over both of these killers.

    Springtrap's fire axe is better suited for short-mid range, because it goes faster for the time it takes to charge, and he moves faster when charging. It has a smaller collision with the environment and the arc allows it to be thrown over obstacles. When his axe is lodged into a survivor he does lose it for 10s but he becomes 4.6m/s and this is better on maps with LOS breakers because it allows you to close the distance and whilst your power is on cooldown you won't be needing it anyway. He also doesn't get punished much for missing, having a short cooldown often means you can follow up with an m1 and you will be 4.6m/s and able to recall the axe anytime you need it. Meanwhile Huntress is built for long range hits which imo isn't very practical and she also gets punished a lot more for missing, basically being forced to drop chase if she runs out of ammo.

    When it comes to Xenomorph, Security Doors are better in my opinion. Because they are tons faster. Xenomorph's tunnels are more built for detecting survivors. The tail attack has similar applications but i dont find it to be a very intuitive attack, it has limited range too of course and you can't hold it like a projectile. Fire turrets are also a major obstacle for any Xenomorph player, double turrets straight up have no counter. Springtrap has security cameras but they are barely even used because they are too risky of a time investment without knowing player locations beforehand. And even if you do get revealed. Wall hacks isn't gonna shut down a ranged killer. He can also disable cameras himself too.

    TL;DR : He has a lot of differences that makes all 3 of them not suitable replacements for each other.

  • @sinkra said:

    They need to just make it permanent already. Surely they csn see the numbers that most players prefer it.

    Well considering it has a permanent 5x bloodpoint bonus we can't take for legitimate interest.

  • I barely see him anymore either, and when i do they are not very good at him unfortunately. Although he's personally my new main.

    I do not like the narrative going around that he's weak, i think he's pretty solid and better than the average killer.

  • Yeah, it's not a well designed challenge, i agree.

  • @rysm said:

    I actually ended up using oppression, eruption, surge and pain resonance and it was done pretty quickly into the match. I felt bad about stacking so much regression and felt naked without my comfort perks but i needed my challenge done so 🤷‍♂️

    Edit: i'm not actually sure oppression actually counts as damaging 3 gens or not so i could have dumped that perk for something else lol

    It doesn't count. I used eruption surge pain res on ghoul

  • @Clevarz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999482#Comment_3999482

    its a matter of the time it takes as we currently dont know when they’ll bring it back I meant as in like showing the changes as they tweak them

    I am imagining next PTB. I can understand them needing more than a week but i couldn't understand them needing more a month

  • They're likely doing both. Devs only have like a week to decide changes between PTB and live release and considering the complexity of these systems its very risky to only iterate on it once.

    Ideally they could keep the the PTB and update it quickly instead of waiting for the next one but i suppose the problem is the release of the new chapter as well as killer updates they need to finish up for release as well.

  • They completely lack practicality.

    Ghost notes effect is… effective but it's supporting playstyles that aren't favoured.

    The drum perk is good with autodidact but at this point, just run one healing perk instead of two.

    Road life is totally useless. Very conditional for an effect that is readily available elsewhere.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998550#Comment_3998550

    I mean, one of the most common complaints you hear is about not having any gen regression and not being able to find Survivors, despite the fact that stealth is dead.

    Any reward you give is going to disproportionally improve high-tiers vs low-tiers. That's just kind of how it's gonna be. A Blight is going to get way more value from the anti-tunnel rewards than Ghostface, simply because he's Blight.

    If thats the case which i don't think it is then i don't think there should be any unique hook rewards if all it does is widen the gap between high tiers and low tiers. If the sole purpose is to discourage high tiers from tunneling then thats miserable in my opinion, we shouldn't want the game to continue being Ghoul By Daylight

  • I dislike the idea. Spreading hooks is only something that strong killers can do to gain early game pressure. The problem with the rewards as is, is that they are nerfed for killers that could actually utilise them and the killers that have the normal effect still can't use them. 10% haste for Myers is never gonna replace Ghoul's Kagune Leap. As long as you are downing survivors away from the gens that are being repaired you are never gonna get value out of that basekit pop.

    If you increase these effects it starts to become unhealthy. For example lets say the haste was increased to 20% haste, and the killer sees a survivor shortly after a hook, perhaps this said survivor failed a save or is trying to rush out a gen. Now depending on the killer/perks survivor health state this survivor could get injured for basically free or instadowned entirely. Now there's a snowball problem and lets not make a need for anti-snowball…

    In my opinion the game doesn't need to push killers to play for unique hooks, the game needs to give survivors tools to deal with it. This is what has been done for years with anti-tunnelling perks, the only problem is that they are perks that are possibly paywalled and feel like must haves.

    Elusive on unhook is a great step. After that they should just update individual killers.

  • @Jay_K said:

    Here we are again. another update that was met with such criticising from both sides so the devs quite rightly decided to hold fire and have a rethink before just pushing it to live…and what happens??
    Oh look a metric ton of posts criticising their decision to pull the changes.
    Seriously the community can't complain that these changes are bad then complain when BHVR wants to re-design it slightly and test it at a later date. Like what do you exactly expect from the devs here. These changes are some of the biggest changes the game has seen as it will completely change up how the game is played in theory so it has to be done right not just rushed through.

    I want to kind of defend BHVR's decision here as I think they have done the right thing with pulling this update for now and here is why.

    The rewards for killer were kind of OP so let's break down the rewards for a unique hook.

    Base Kit BBQ - When you look at it base kit BBQ was maybe not the best idea. Given that a lot of killer players of mid/low tier players will run BBQ as it is just an all around great information perk it frees up a perk slot. So not only are you giving some aura reading for a unique hook your also giving the full benifit of an additional perk slot.

    Base Kit Pop - Same issue as the base kit BBQ. You now have no reason to run pop goes the weasel which again frees up a perk slot if that's a perk you like to run.


    10% haste off hook - This I have a mixed opinion on. On one hand some killers its fine on. A little bit of speed to get away from the hook felt nice. But on others it was really broken. They reduced the effect for a handful of killers which is great but they missed some. The main being Clown. Now clown can be 27% faster for 15 seconds after a hook that's insane (And I say that as a clown main its to much)

    Then you have the downsides to "tunnelling"
    The increased gen speed if you kill someone within 6 hooks. In theory that is fine but its very situational.
    Kill someone within 6 hooks with 4 or 5 gens left then yeah ok you prob committed to a tunnel you bad bad killer you. But kill someone within 6 hooks with 1 or 2 gens left then its absurd you would be punished for that.
    The blocking all gen kicks if you kill someone who was just unhooked again depends on the situation. At the start of the game understandable. you have chosen to ruin the game for one person yeah punish them. You kill someone like that with 1 - 2 gens left its just smart gameplay not an evil move.

    Overall the tunnelling changes were not suitable for live servers and if they were to go to live then as a community we would have to trust that the changes to numbers that BHVR make are going to be for the good not the bad which we can't guarantee.

    Overall pulling these changes makes sense. BHVR saw the massive amount of feedback slating these changes and decided "yeah let's take a step back, re-asses this and trial it again at a later date" which I think is the correct way to do this as it means that they can re-design AND re test.

    I look forward to seeing the changes BHVR makes to the anti tunnel idea and hopefully this will be done ready for the next PTB.

    The unique hook effects are garbage. The basekit bbq isn't good when it has extra conditions + survivors know you will always have it. Pop isn't viable on lower tier killers. Haste does nothing for most killers also.

  • Let's not go backwards.

  • I don't think 2 gens is fair, 4+ or more would be a good temporary solution until they can fully refine the anti-tunnelling update.

  • Yeah i found this ridiculous when i read it too. They're validating survivor frustrations far too much honestly. Gives them anti-slugging but in case that isn't enough they'll let them dc as well.

    Its hard to put into words how ridiculous bhvr is being atm

  • I understand the concern, but I won’t be stopping. AI is just another tool—how it's used matters more than whether it's used. If the content is thoughtful, relevant, and adds to the discussion, it shouldn't matter how it was written. Let’s focus on the quality of the ideas, not just the method they came from.

  • This appears to have been fixed in the 9.2.0 PTB 🙂

  • @ManOMaker said:

    I believe you can adjust the menu music volume in the settings if it's too much for you. Personally I have it at 45% constantly.

    I think they are referring to the zombie sounds and i would completely agree in this case. Although the menu is just going to be replaced

  • Nah it's pretty boring. Have to uncage survivors too often when playing survivor. Guide is trash, medic is countered by instadowns, legion, wesker. Escapist is kinda busted with an on demand sprint burst. Scout rebuilds pallets which is boring to use but very powerful.

    As killer i'm sick of bad solo queue teammates considering it takes a while to queue. Pretty bored of the available options and classes.

    They've been adding less and less with each iteration, its getting super boring and repetitive. I believe most people are only playing it because of the survivor bonus. If they don't have any plans to shake things up in a big way, i wish they would just retire the mode to custom games.

  • Hide in a locker 👍

  • I mean yes it looks disproportionate when you put it in a list like this but practicality is important in a asymmetrical game such as this.

    Also, we haven't seen the perk changes yet, which are very relevant.

  • @redleif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989878#Comment_3989878

    its called dashlop because it creatively bland. i can think of multiple ways to made different kinds of dashes, but instead its just an almost identical copy of chucky or pig.

    This is exactly why it's stupid. It's oversimplifying because you aren't looking into the details enough.

    It's a charged lunge that instadowns and breaks pallets. Myers will not play like any other killer.

  • @MDRSan said:

    I just hope they lock Evil Incarnate. I didn't suffer through old Myers and a sea of locker hopping, jerk survivors to have my achievement trivialized by some base-kit mori.

    I don't think it should be locked but i also think the achievement was horribly designed from the very start and should have been addressed far sooner. People will see the date you unlocked it anyway so thats something

  • @SoGo said:

    I am just asking why.

    Why would you change a killer that most agreed was the highlight of old DbD design?

    Because it's old!

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