Orthane
Orthane
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- Orthane
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@i_dont_care223 said:
So in the last 24 hours i played 48 surv matches with friends and i documented all the killers i faced here is the list:
Wesker: 34 times
Blight: 10 times
Wraith: 1 Time
Billy: 2 Times
Bubba: 1 Time
if u dont see a serious problem here then idk what to tell you im tired of wesker and his stupid music it gives me a headache
Wish I had your luck. I get nothing but Blight, Nurse, and for some reason Trapper
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Wow this is the most divisive map by far. 1/3 exactly for each vote. That's wild.
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Absolutely not.
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@Atom7k said:
After playing many hours you kind of get a feeling how fast a killer or a survivor can be and what the limits of the pers are that are acessible in the game.
Last match one of the survivors was incredibly hard to catch. I lost sight of him for just one second when he went around the corner but somehow he gained distance. I was starting to doubt myself as I couldn't catch up to him. I know I slow down when using the birds of the artist so that was already not my favourite option when looping the Ormond main building. Not even dropping from the top slowed him down enough to catch up. At the end I had to mindgame him into a pre placed bird to get him.
So after that match I was pretty sure he used some kind of speedhack but then the doubts came back.
I have more matches frequently where I doubt the movement of the survivors and when they win mindgames nonstop. Ultimately I think I have a good feeling for what's possible in dbd and what is odd but I don't know how to prove it either in a report or just to myself.
Sometimes I assume someone is subtle cheating when I "Just feel" like they're a bit too fast. But sadly it's always nearly impossible to tell, I mean there's a reason why it's called "Subtle" Cheating. 2% extra movespeed is nearly impossible to detect, but sometimes you can almost just tell that someone is a little faster than they should be. With Killers it's impossible sadly. Because they could easily just have Bloodlust, or be gaining Haste from something like Game Afoot or an addon or something along those lines. The easiest way to tell if a Killer is too fast is post game check their addons and perks, then try to think if you saw them use power when you felt like they were too fast. Since using power resets the timer for Bloodlusting. For many killers even just pulling out their power is enough, aiming as Slinger, Pulling a hatchet as Huntress, pulling out tentacle as Wesker so on.
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I mean there's not even an argument to be made here. Badham is EXTREMELY Survivor sided. Tons of pallets everywhere, even filler pallets are very strong, super OP main building with a bottom floor that makes hooking impossible if the Survivor has something like Flip Flop Boil Over because the Basement doesn't always spawn there for some reason, Main is so insanely powerful that you don't even need to know how to loop or run the killer to be able to stay in chase for a good amount of time here. 2 Houses that are very strong AND A SHACK on top of it all. I will never understand how this map hasn't been changed yet.
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Main is absolutely miserable to run. It's insanely strong even without pallets, M1 killers are forced to leave main every time if the Survivor is good enough.
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@Snihp said:
I really think we need to employ a system to remove hiding survivors for prolonged periods of time i.e. 5 minutes.
I just had a game where me and friend were chased for 10 minutes on last gen, we had a jill who sat in a corner that entire time, waiting for us to die so they could use left behind to find hatch.
It's depressing when survivors resort to hiding to secure a win, never taking hits, hiding at every occasion when they get into the terror radius of a killer even if someone's in chase.
Overall, we need a system that incentivises more action than hiding for the remainder of someone's chase so every survivor contributes even if they have a hatch build.
I agree. If a Survivor has gone maybe idk 3-4 minutes without interacting with a Chest, Totem, or Generator should give them crows.
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Wiggling shouldn't be strong. First of all hooks are already in weird spots a lot of times, second of all it's there so the Killer can't just go basement everytime, third of all you're already downed, the killer already earned the right to hook you. Wiggling should not be buffed, that would be insufferable.
Buff wiggle = I slug everyone every game because I can't hook.
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@drSpockwa said:
Seems a little too over powered when competing with the exit timer after hatch closure.
https://us.v-cdn.net/6030815/uploads/NKY4XK1I27LT/image.png
I was last survivor and the killer pig closed the hatch (exit gates powered and timer started). Killer had hooked all 4 of us, so lots of tokens. Touched the gate switch maybe 5 -10 seconds after hatch closure and the blockage popped up. Waited out of sight till it cleared. ~80-90% of the exit timer had expired. Started working the switch, and of course the pig snuck up on me and downed me. I'm not sure if I could have finished opening the gate and got out with the timer remaining.
Okay but it sort of exists for a reason. So a perk that only happens in end game and only gets good after hooking all 4 Survivors should be disabled to prevent 4ks? All that's going to do is incentivize slugging for a 4k even more.
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@Nos37 said:
Wallhacks. Mending simulator. ZERO counterplay.
The Legion was destroying us. 2 survivors were on hook and we only had 1 gen done. The Legion tagged me and ran off.
The ONLY way to be invisible to Legion's STUPID WALLHACKS is NOT to mend, so I didn't mend! BUT, I have to keep moving so I don't bleed out... I ran to the basement and started running laps to keep from bleeding out.
The Legion found the last survivor and slugged them. I waited to fully mend myself just in case they had Unbreakable. Otherwise the Legion will just tag them again and then use WALLHACKS to find me. When I saw their recovery stop at 95% I fully mended myself. But no...
Even though they did not crawl toward me while slugged or run straight to me after the Legion let them wiggle free, the Legion just had to simply tag them with Feral Frenzy and come straight to me with WALLHACKS!
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The ONLY counterplay to Legion is being extremely good at playing injured and looping the killer. "Spread out" doesn't mean jack when it comes to solo q because I cannot physically keep my teammates away from me!
I am NOT extremely good at playing injured or looping M1 killers, so I should NOT be facing Legions until then!
Back to maining killer for the next few months.
No way you're complaining about one of the most mid tier killers in the game. Legion needs buffs if anything.
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@Neihel said:
I propose the addition of a new option in the game settings, allowing players to make the screen go black and mute the audio during Mori executions. With each new killer, the kill animations have become increasingly gruesome, and having this option would give players the choice to customize their gaming experience based on their comfort levels with graphic content.
It's a Horror game... what kind of logic is this? Do you want to be able to disabled all weapons and screams too? You could just like... look away if something is bothering you.
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@Nos37 said:
- Hacking a drone removes a Lock-On stack.
- 20 second cooldown after a successful hack, before another hack attempt can be made on other drones.
- The special ability Deploy Drones is replaced with Summon Drones.
- Drones are no longer placed by the Skull Merchant.
- Drones arrive from the sky 10 seconds after summoning and hover in the spot they were summoned to.
- Summoning a drone within 16 meters of another drone will relocate the nearest drone to the designated position instead of summoning a new one.
This gives survivors a way to remove lock-on stacks, but the cooldown prevents them from removing too many too quickly and prevents them from completely disabling her power by hacking multiple drones back to back.
By delaying her drone placement, survivors in chase have more time to loop and/or decide where to go next, instead of immediately being forced to leave the tile. Relocating nearby drones reduces the Skull Merchant's ability to pack several drones side by side to lock down an entire area.
The durations and ranges can change.
So basically what you're saying it you only want Skull Merchant to play defensively and an area control killer with no real chase power? Hmmm sounds familiar....
I also don't get the remove lock on stack obsession people have right now. Why are you getting scanned outside of chase anyway? You really shouldn't be. Allowing Survivors to remove lock on stacks when it takes 3 to get a Claw Trap would make Claw Traps nearly impossible to get. If you're getting scanned outside of chase that is 100% your fault, the killer shouldn't be punished for your mistakes.
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@Olokun said:
Hey devs , you added an antitunnel feature, wich is nice but Twins are able to free Camp with her pet without the Unhookt timer, it lead to many 4 Kills in early games. could you add the same feature to the pet please.
My man just called Victor a PET.
Better watch out or you're going to start hearing gargled French outside your door one day.
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@Steakdabait said:
Swf isn't a problem. The team in the team game should have comms of some sort
In that case we would have to buff every single killer that isn't Nurse or Blight. Even other strong killers like Spirit would need to be buffed. And then it would turn into a game where with comms it's manageable but if even 1 person isn't on comms it's unplayable. I'm 100% against Voice Chat in DBD. Competitive games with comms ALWAYS go the way of people not using it = insta loss, so forcing people to be on comms or lose isn't healthy in my eyes.
And to clarify by "Competitive" I simply mean a game with 2 teams of Human players.
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@NikikoVenus said:
I have Emetophobia and playing against the plague is my worst nightmare. I usually turn off my sounds for the game to try and minimize the effect at the very least, but being able to see the bile leaving my character makes it extremely difficult to play and removes the fun from the game.
I think there should be a setting that doesn't necessarily remove the effect but minimizes it or something to help people like me still enjoy the game even against the plague.
I get your point, but you also have to understand this is meant to be a horror game. So.
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@MrMori said:
Skull Merchant has a super high killrate, no doubt due to many survivors giving up or not taking the game seriously against her. But I think part of this isn't just her reputation as a 3 gen killer. It's also because a lot of her power feels very oppressive, or straight up unfair, especially for solos who can't play around her tracking or stealth very effectively. You can get screwed over by things that are completely outside of your control, and she can put you in lose/lose scenarios quite often. Her counterplay also feels lacking in many different areas.
Some tweaks to make her less frustrating to play against:
- Hacking a drone removes the ability to recall it for 10 seconds. The fact that she can just instantly recall a drone as soon as it is hacked makes the counterplay feel meaningless, especially if she's patrolling nearby. It doesn't have to be something crazy like 30 seconds, but just 10 seconds would mean SM has to commit some time if she wants to replace a drone, instead of just recalling it instantly and replacing it on the fly, maybe even mid chase.
- Hacking a drone now removes 1 stack of Locked On. Right now, there are currently no ways to remove Lock On progress, which feels awful. Once you're at 2 stacks, you're just 1 little mistake away from being broken. I know you could say "that's the survivors mistake", and I agree, but that doesn't make it feel fair to go against.
- Skull Merchant only gains speedboost from survivors within 24m of her. This one is a big one. It feels really bad to chase vs a Skull Merchant when 1 or 2 survivors are locked on. Perhaps someone gets locked on across the map mid chase, and suddenly SM moves faster. It feels like you're punished by your teammates mistakes, even when your teammates aren't anywhere near you.
- Reduce drone count to 5. Another pain point is how enormous her web of drones can become, especially if she manages to coax the survivors into a 3 gen scenario. This might be a little overkill, but I think it's worth considering.
Some other ideas that may or may not be good, would be to reduce locked on duration, or make it possible to reduce it by hacking drones. And maybe reducing the Hindered strength. Though I would be careful with nerfing her in too many ways at once to ensure she doesn't feel underwhelming to play as.
Either way, I actually like her current power. A little stealth, some drones, some chase and some info. I think with better counterplay, she could go from being absolutely hated to being at least tolerated. I'm not saying you should implement every single change at once, and killrates don't tell the whole picture, especially not with someone as unpopular as SM. Maybe she's more balanced than we think, and people are just giving up too easily against her. Or maybe the hook suicides are a symptom of another problem, like mentioned. Any thoughts?
These changes would be wayyyyyyyyy too harsh. Just remove the Hinder, that's literally all they have to do.
The First change, fine I guess.
You should not be getting scanned outside of chase, and if you could remove stacks it would be nearly impossible to get Claw Trapped. Or it would create a boring situation like old Sadako where people will be competing to get rid of their stacks.
NO. Just absolutely NO. That is an extremely harsh nerf for no reason.
Absolutely not, on bigger and outdoor maps 6 can still feel rough. I also have not seen a single SM 3 gen since the changes.
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@concubined said:
I have asked a lot of good players this question over the years (tournament players/players with lots of hours/streamers ect) and the answers I have been met with are all about the same around “I don’t know” “not sure”. I’m hoping to get a “real answer” here but I’ll take whatever sounds reasonable.
Spirit takes around 1-2 seconds to go into her power depending on add ons while Blight can instantly start his rushes and have a lot of rounds depending on add ons and each rush gives a lot of distance to traverse maps. I would even say (I might be wrong) two rushes from blight going from the same spot to the next is equivalent to Spirit’s whole phase and Blight would get there seconds faster than Spirit.
This isn’t me thinking Spirit’s base walk speed calls for a buff I’m just really confused as to how Blight gets to be 115% when both killers power means go zoom. Please someone explain, thank you! Happy Valentine’s Day 💗❤️
Because Blight is obviously BHVR's favorite and they refuse to make him actually balanced. He should be 4.4.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644163#Comment_3644163
There are literally experiments of high level killer mains on EU winning 90% of their games as an M1 trapper with zero tunneling, zero power, and zero camping. All of it was live streamed. I'm so over the "you can't win without tunneling" when better players than you have proved that it isn't true.
Okay and those are some of the best players in the world. I never understood why people bring up this sort of thing. Like 99% of players cannot do what they do, it's completely irrelevant. It's why I also hate when people do things like "Oh I saw a pro player use this item/weapon/build so I'm going to use it too!" it makes 0 sense.
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648541#Comment_3648541
yes, because now MFT is too weak, that survivor can not know how to use it.
MFT is still very strong. Pair it with DH and you're insanely hard to catch. Granted you actually have to have some skill to use DH now, but MFT paired with it is insane. Also it screws over Legion, Deathslinger, and to a lesser extent Skull Merchant.
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Please no. Vaults are already very powerful, with Pallets you can just break them but Vaults unless you have Bamboozle there's not really much you can do. Resilience is one of the most used Survivor perks in the game because 9% more vault speed can turn a hit into a miss a lot more frequently than you would expect.
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@Nos37 said:
Other killers cannot use their power right next to the Exit Gates... No Demogorgon portals, no Victor/Charolette switching, no Hag marks, Executioner trenches. The Skull Merchant can, but her Drones no longer detect motionless survivors.
The Trapper's Bear traps can be placed directly in front of the exit gate switch and they HAVE to be disarmed first. The Trapper then knows you're there and before you can even get to the other gate, they've reset the trap and it starts over again. Last survivor automatically loses.
Now, the argument for keeping this in the game has always been "but the Trapper is so weak... it's one of the few gimmicks he has... leave him be!"
Well, he's been buffed, twice. Time to disable trap placement right next to the switches.
Give Trapper 25% faster setting speed, and start with all traps in inventory then we can fix his cheesy trap placements.
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They should just pop any cameras within a 16 meter radius like with Skull Merchant Drones. If he really wants them to be there he can go back and set them up, again, just like Skull Merchant.
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@yyoni said:
The nerfing of adrenaline vial has greatly narrowed the options for add-ons.
From now on, only add-ons that accelerate will be used as decently usable, creating a usage bias.
I personally believe that the removal of the adrenaline vial debuff was meant to increase the adoption of shredded note and spread out its usage, but this adjustment makes it all but nonexistent.
All add-ons above belly rare are too weak to be of any use, and the new adrenaline vials will join them.
Perhaps there is no doubt that a lot of feedback has been sent in about Bright to nerf it, but I hope that you will think calmly and make adjustments.
Because Blight is extremely overpowered and is still the 2nd best killer in the game and will be until his base ms is 4.4.
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@Atom7k said:
It is a refreshing game mode and I whish it would stay forever. DBD finally feels scary again BUT it also feels far less stressfull. No worries about pain res, dead mans switch or noed. No backround player, lithe, sprintburst or unbreakable. It really comes down to your skill and mindgames.
On the other hand people are barehanded and realise, they rely on perks and add-ons way too much. So killers fall back to the only thing they can do. Camping and tunnling.
Tunneling has become a bigger problem lately in dbd but lights out stripped killers from their beloved pain res, pop, the add ons and now they have to show how good they are with the bare killer power, their strategy and mindgames. So in result tunneling in lights out mode became a thing. And due to it's nature of killers having no terror radius, camping as well.
I already can feel angry killer mains comming at me pretending it's a valid strategy and something like that, but this is lights out. Even swf's get lost on the maps a lot. They don't have perks or toolboxes for gen rushing, aura reading and such. The map pool is limited so you can already adapt to that when choosing the killer.
Maybe they are frustrated because they realise that they do not have the skill they thought they had but maybe this is the wake up call then. A point to realise that you need to train the killer to master it's power.
So far I think lights out is the coolest thing in a long time if not the best thing ever. Unfortunately people are sweating even more now because their beloved builds are gone.
Same goes for some salty survivors. Without windows of oppurtunity, resiliance, lithe and adrenaline, some of these pt100 "look at my shiny skin" survivors didn't last for 10 seconds in chase.
I think it is hilarious to see both sides sweat but unfortunately a tunneling killer will still ruin the game. Maybe not as much as in normal dbd but still making it far less fun.
I think it really goes to show how busted Survivor and Regression perks are in all honesty. Without their precious "Windows! I can't loop without my Windows!" or "Pain Res! I can't win games without my Pain Res!" it really shows who is and isn't good at the core game.
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I'm gonna be real here, I think it's mostly fine. Maybe a 5% nerf would be nice but I would prefer this over Residual Manifest honestly.
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@unknown_person said:
It seems like the killers are way too over powered, and have it way too easy
There's maybe 4-5 Killers that are overpowered out of what? 32 or 33? That's pretty good, granted it seems like too many people play those handful, but if you actually think this please go play Killer.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644908#Comment_3644908
Its a balance thats hard to adjust, if beople have boil over and sabo, hooks can come short really quick for the killer. i do think that Oak offerings are a bit to the weak side tho.
You're joking right? Oak offerings are super unfair and unfun. When I see an Oak offering I always seem to have a crash, because that means that they have a Sabo build and it's going to ruin the game. Oak offerings need to be removed.
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@DaDrunkenGam3r said:
They need to lessen the hooks for the killers and the speed of the killer.
Uh... no. Hooks are irritating on some maps, if anything there needs to be more hooks on a few like Game, Ormond, and Haddonfield. Speed of killer? Please go play Killer... just, go play Killer.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644748#Comment_3644748
The game isn't unplayable. You can still play a match out against these killers.
Yeah you can but it's boring as all hell so sort of makes you not want to play it.
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Nah, it's painfully mid and will get stale after 2-3 days max.
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That's crazy because it's super Killer sided. Like no joke, this mode is SUPER easy as killer. I say this as a Killer main myself.
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@RhysVMT said:
Not even a rant about perks. 9 games out of 10, myself or a team mate is just tunnelled from the first chase of the game and proxy camped just outside of the fool proof anti-camp system to death hook, rendering the game borderline over. Never used to be this way and it's beyond unplayable now with how rampant tunnelling is and how easy and punishment less (in-game) it is to do it.
TLDR: It sucks, Maps, Perks, and Gen Speeds are the main reason why Killers feel the need to tunnel and changing some of these issues might help, while nerfing S tier killers to compensate, increase basekit BT to 25 seconds down to 8 in egc.
Get ready for an essay if you actually care to read it lol.
As a Killer main I do agree completely. I thought Survivor mains were always just exaggerating since I personally don't tunnel or Proxy camp so I played Survivor for a week straight, and my God it's almost every game someone is hard tunneled either that or it's just constant proxy camping. Basekit BT needs to be 25 seconds at least.
The problem however, is that there's kind of a reason for it. Gens are boring to do and feel like they take forever as Survivor, but in high MMR especially you'll see 2 gens minimum pop within the first 2 minutes if that, and sometimes 3 when they all get on separate gens. Meaning Survivors can have half or over half of their objectives done withing the first *two minutes* of a match. This leads to being forced to tunnel if you want a chance of getting a win, or even a kill. Gens need to take 100-110 seconds minimum but also have 20-30% more skill checks, this would make gens more fun to do firstly, and secondly it would also reward hitting Greats a lot more than currently since you'll have more skill checks. Also maybe throw in a different type of skill check like the one for hacking Skull Merchant Drones as a skill check that pauses your repair progress entirely but grants 2.5% progress when completed, failing it wouldn't blow up the gen since it pauses the repair progress anyway. Gens need to be more fun for Survivors while also taking more time in general so you don't see half the Objectives gone in 2 minutes. This is also why you see at least Pain Res or Pop in every single game, with Gens taking longer I think it would be fair to nerf Pop and Pain res by 5%. 20% progress and 25% current progress are still huge numbers and if gens take longer in general nerfing these 2 is only fair.
Way too many maps are Survivor sided, Game, Badham, Garden of Joy, Haddonfield, Hawkins, Red Forrest Mother's Dwelling in particular, Ormond (Not as bad as the others but still has tons of very strong loops, a good main, a shack, many pallets strung together back to back, good gen spread so on) Really there's only a few maps that are even close to being killer sided. Granted this also heavily changes depending on what killer you're playing but it's safe to say for every killer that is B tier or below (which is most) they all have the same good and bad maps, Killers like Nurse Blight and Chucky completely mitigate maps, they have no bad maps which is why you see them so much. Hell even Azarov's has 1 or 2 variants that are just super disgusting, Gas Heaven in particular comes to mind. Ironically the most balanced maps right now are all on Coldwind since many pallets were removed from them but there's still a few God pallets and some good pallets here and there with a shack on every map which is fair when filler pallets are scarce. A lot of maps just have far too many pallets, so many that Survivors can sort of just toss them without having to think about saving them because there's just so many. Or the map has an extremely powerful main + shack like Dead Dawg, or has both like Garden of Joy and Badham.
Then there are perks. Survivors have some absolutely disgusting perks and perk combos that are just impossible to play around at times. FTP+Buckle Up is clearly the most egregious example of a perk combo with 0 counterplay that is overpowered to all hell, WoO makes it so that there are 0 deadzones for Survivors, there's basically a giant yellow circle shouting "RUN HERE" so the Survivor can completely focus on Killer movement instead of having to pay attention to things like Pallet placement or which pallets have been used or which side the vault is on etc. Adrenaline and Hope both make it so if the Survivors get to end game your one final chance (And truth be told if you're not just hard tunneling this is the time when a good chunk of kills happen) is much, much more difficult, which is why these two are so popular, especially Adrenaline. Lithe and Sprint Burst are honestly way too powerful. The amount of times I won a mindgame at a pallet only for them to go sprinting to the other side of the map is too many to count. Sprint Burst gives you way too powerful a headstart and good players can 99 their Exhaustion and when they get in a bad spot can just fly out of it to the next pallet which they definitely know where it is because they have WoO.
All this put together means if you actually want to win as Killer you're sort of forced to Tunnel or Proxy camp, since Proxy camping and then going for the unhooker mitigates time wasted looking for next chase. And I don't think the solution is buffing weaker killers, imo the solution is doing some map changes, removing a pallet here or there, nerfing the stronger Survivor perks, buff some weaker Killer perks (because holy ######### 90% of Killer perks are either a gimmick or a meme) nerfing the stronger killers (Nurse, Blight, Chucky, Spirit are the main issues) to compensate for a killer buff across the board with all these changes, and do the gen changes I mentioned.
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@JustAShadow said:
The map design still remains one of the biggest problems in DBD. You can play as someone like Singularity or Hillbilly and load on Hawkins or Lery's and just not get to play the game, you can't use your power for most of the game, you have to rely on normal m1 gameplay stripping the killers of their uniqueness and why they were picked to play in the first place. I think it's finally time to introduce killer specific map bans. It can be a realm ban or simply ban of multiple maps so you can never get them as a specific killer. Say, you can ban an entirety of Badham realm or you can pick 2-3 individual maps to never get them(number of bans can vary). All of this is killer specific, so you can have multiple indoor maps banned for killers that require LOS and ban multiple open maps for stealth killers if you want.
Or we could just fix maps like Badham, Game, and Garden since those are the 3 main problematic maps.
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@theblimp said:
As above
What? You mean you don't like being quite literally required to run a brown addon at all times?
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@Astel said:
But that would definitely mess up matchmaking system.
And did you get Chucky? I think I didn't see him more than a month.
If making it so Survivors won't get the same 3 killers over and over messes up matchmaking there's a problem.
ALL. THE. TIME. I am so sick of playing against Chucky. It's nearly every other game I get that annoying rat. Him and Blight constantly, and then when things finally get shaken up it's a damn Nurse.
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@Gastongard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642606#Comment_3642606
Could you give a bit of context for your request buddy? Because it doesnt make that much sense and wouldnt help anyone. Would make the killer more unhealthier and playing against him would be miserable, hes in a good spot, hes strong but counterable at the same time maybe one of the few well balanced killers in the game. BUT He does have this little mechanic I mentioned in the post, that encourage tunelling with little to no skill, which can be fixed super easy.
If you did the change you want without nerfing the first aid spray it would heavily incentivize hit and run tactics so that infection actually mattered. If it was removed on hook the infection mechanic is basically useless.
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@Gastongard said:
Please BHVR Nerf Infection to recently unhooked survivors, It makes wesker literally the easiest tuneller in the game. After being unhooked you SHOULDNT keep infected! Or at least leave it as it is but nerf the cooldown til you get hindered by a lot! Or reduce the infection you get after being unhooked, it just feels so cheap and unhealthy right now.
Wesker is one of the best killers in the game, and one of the few fun killers to go against, but this mechanic man, feels ridiculous, it doesnt have any counter, you will get downed no matter what happens. Hes in a really good spot, he doesnt need this awful mechanic/whatever it is.
Please stop encouraging tunnelling. PLEASE
It just needs a 30 second CD before it starts increasing after a hook, either that or reset it to 25% instead of 50%
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@Alen_Starkly said:
I would like to talk about perks that fully counter something from the opposite sides. I find them very uninteractive to play against, and would love for them to be nerfed.
Examples:
1) LIGHTBORN - If the killer brings this, it permanently nullifies everyone's attempts to blind the killer for the entire trial. That is very, very boring, in my opinion. As a killer, if I see flashlights, 99% of the time I will *not* bring lightborn, because I find it very boring, and don't want to make the survivor's game boring. Going for flashlight/-bang saves is fun. Trying to avoid other geting a save when you play killer is challenging, but also fun.
I would much rather bring infectious fright, and/or shadowborn, and/or Hex: Two Can Play, and/or Forced Hesitation.
Much healthier alternatives imo are Franklin's Demise or Overwhelming Presence (if it would get buffed to at least 200%).
2) DISTORTION - Yes, it does have a limited number of tokens, but given how easy it is to gain them back, this perk might as well count as a "permanent" counter do aura readings. Killers are discourage to bring aura reading perks because Distortion is so popular. Instead, they bring the slowdowns, which are much more reliable.
The idea behind this perk is not bad, but it works too well. In my opinion, it needs nerfs, because it encourages survivors to avoid the killer and chases, encourages the killer to go for the same people who do not run Distortion, because those are the only people that the killer can find most of the time, and it discourages the killers from running aura-reading perks.
There are probably other perks that fully counter something. I just listed these 2, because they seem to kill a lot of possible interaction between the killer and the survivors. More interaction is what makes the matches fun. Playing killer and not seeing anyone's aura feels so bad. Playing survivors and bringing blinding items/perks, and realizing the killer has Lightborn feels bad. How about we remove these fail-safe functions?
I'd love to hear your thoughts on this!
I think they're problematic but Distortion is moreso since if a Killer like say Oni, who likes Aura perks, brings 2-3 Aura perks they're basically completely useless for 1-4 Survivors. With Flashies it's an item who cares go get a chest for a Medkit or something. There's also the problem of Lightborn existing specifically because 3-4 Flashlights is just frustrating and if they're smart impossible to play against, what I mean by this is not dying next to a wall for example. It's an impossible thing to fix that though which is why Lightborn still exists in its current state.
I would like to see perks like this changed but the problem is you can't really do that without heavily buffing other things indirectly. Nerf Lightborn and now bully squads are even stronger, nerf Distortion and there's 0 counterplay to aura reading, it's a hard thing to balance.
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@concubined said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641581#Comment_3641581
me trying to find the last two survivors hiding in a big map at 4 gens but apparently it’s my fault and I need to check behind every edge map rock and tree, every locker in every tile, every corner in every building and behind boxes and furniture that can easily take 15+ minutes. Wow! Yes!
Okay, then make it work when there's only 2 Survivors left and keep the Blindness, that way it's still useful before then. But the way it is now is completely unfair, and not to mention extremely unfun.
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@concubined said:
I haven’t played Dead by Daylight in six months and recently got back into it again. I bought Xenomorph for the perk “Ultimate Weapon” because I find survivors stealthing and just playing immersion very boring and non-interactive, searching for them for half the game is very time consuming and could debatably be considered the same as a killer stalling the game by gen regression as it’s a way to stop the game from progressing as well.
Historically I notice a pattern of everytime a perk getting nerfed it becomes unusable, I’m hoping this doesn’t happen with Ultimate Weapon because it is such a Quality-of-Life improving perk specially when playing a killer that doesn’t have information built into their kit.
Also the last gen regression perk killers have gotten was when I first started playing the game around Onryo’s release - “Call of Brine”. And with almost every new update survivors have received a gen progression/speed perk. I really appreciate this information perk “Ultimate Weapon” when I first saw it I knew I had to fit it into my perk load out even tho it doesn’t synergies with the rest of the 3 perks because survivors playing stealth and me having to look over the entire map for them has to be my least favorite part of each game.
I hope the team keeps up the good work and continue to provide killers with such nice perks that improve our gameplay quality, thank you!¡!
It's extremely overpowered and has the same problem as WoO, it removes a core part of playing the game. Opening a locker literally finds the Survivors for you, you don't have to go look around to find people. It's not fair, there's literally 0 way for the Survivors to play against or counter it, it needs to be the Blindness effect only, and increase it to 45 seconds.
Perks that give insane info for nothing are highly problematic.
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@Atom7k said:
The perk can be quite annoying in a bully squad. I get that. But if you're the average solo-q player, head on does not provide enough distance for you to make it somewhere.
You need time to exit the locker but the 3 second stun timer starts at the start of the animation. So you loose that time which is somewhat 0.5 or 0.75 seconds.
You need to start sprinting again which also costs you a fraction of time.
In the end you are left at a kind of bad position (if its not a jungle gym or shack) and have about 2 seconds to get somewhere. So if you have let's say 8 meters distance because you ran in a straight line from the killer. The killer catches up in 10 -12 seconds. Sounds pretty good doesnt it? Well unfortunatly in almost 100 % of the cases you need to run towards the killer first to get out and often you cannot run in a straight line as that would lead you nowhere. My average head on experience is that the killer catches up in 5 to 7 seconds. Still sounds like a lot? Well on most maps you need longer to reach a tile.
I don't want this perk to be overpowered but I think it's at a weak state.
No, absolutely not.
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It's fine as it is right now. The only reason Wiggle even exists is so the Killer can't just take you to basement every time, and to maybe waste 1 extra second of time from the swaying.
In all hoenstly wiggle skill check is one of the more fun skill checks imo.
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Idk why it still exists tbh. Removing the ability to try unless you have Deli or Anti-Camp mechanic would also fix people going next instantly.
Also Luck should probably be retired, either that or do what I'm sure everyone originally thought it did when they first started playing which is increase the quality of items from chests, or even add a chance for a grey-yellow addon on items from chests. That would at least make luck useful.
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Lol no.
Also Nurse, Blight, Chucky are still way stronger than Billy.
Maybe the ONLY thing they could touch is the Chainsaw miss cooldown when Overdrive is up, but that is it.
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@dance said:
With Update 7.5.0, you can now adjust the field of view (FOV) settings for the first person camera. This should help with motion sickness and accessibility.
https://us.v-cdn.net/6030815/uploads/B8ARJD87D05M/dead-by-daylight-field-of-view-settings-jpg.jpg
Leave a comment below to let us know what you think of the FOV settings.
It's good, Killer players have been wanting this forever. The Shadowborn rework is just another useless meme perk to add to the list though.
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@Hex_Ignored said:
Why did the kick need a buff? The system is only there to prevent killers from aggressively holding 3 gens, so why was this bundled with a base killer buff? The system wasn't supposed to affect regular matches, but doubling the base kick regression will definitely have a noticeable impact on all matches, whereas the 8 regression limit will realistically only affect drawn out 3 gen matches.
Kick needed to be buffed anyway, kicking a gen was almost never worth it, now it is. And if you have Regression perks like Pain Res or Surge kicking is a gamble because you could end up hitting a gen 8 times even in normal gameplay.
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@Devil_hit11 said:
8x8 = 64% regression. you got high value out of the perk. Surge used to be 12% in the PTB. it got nerfed to 8%.
That's also implying you actually hit gens with it, sometimes you're just in a spot where you get no value from it at all.
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@poujh said:
Title. it would make hitting them a bit easier
Definitely not for Gens no. Healing sure I guess, but not Gens.
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@radiantHero23 said:
... If it gets ignored.
Are the changes already set in stone before the Ptb goes live?
All I can say is that I'm extremely disappointed. I thought that all of us dedicated players had finally achieved a breakthrough with out favourite little ghost.
What happened here is beyond understandable and not defendable anymore.
Not one of our concerns was taken notice of despite the feedback being loud and clear about it.
Instead, a killer that was good (not op, not awful) on Ptb got nerfed.
I seriously thought we had impact and made a change happen. I guess this was an illusion.
Please tell us why nothing of what was talked about in the feedback was implemented in any way.
It stung last time but this time it just hurts.
I don't know why I sat down for 10 hours and tested her and then wrote a post for 3 hours straight.
Well you see she's not Blight or Nurse so she's not allowed to be even remotely strong.
Better buff Adrenaline vial though, can't have Blight falling below S tier.