PotatoPotahto
PotatoPotahto
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- PotatoPotahto
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Gotta grab a couple of bucks before people dump her forever
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So it's a healthy perk, after all
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549372#Comment_3549372
Y'know what you're right, using an entire perk slot for something that happens once every 200 games is definitely worth it.
Now if you excuse me I'm going to go run Unrelenting, just in case I whiff a basic attack as Nurse
You are arguing about one part of my arguments completely ignoring all other aspects.
Can't say anything good - appeal to sarcasm I guess.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549365#Comment_3549365
No reliable counterplay to being blinded?? brother I can count on 1 hand the amount of times I have some one successfully pull off a FL save on me a month. Its just about knowing how to angle yourself properly when picking some one up.
But that still did happen, did it?
After all of that angling, you still got blinded.
That's why I say it is unreliable. Even the best killers out there are getting blinded from time to time.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549301#Comment_3549301
What's so frustrating about it?
Half of it is that there's no reliable counterplay to being blinded. You can be a god gamer, but you will lose hooks to flashlights anyway. And if you are not a god gamer, it will happen way more often.
The other half is that when survivors make you work hard for that one hook, and it gets taken away, it feels bad.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549301#Comment_3549301
Just learn to counter flashlights and don't let teabags bother you?
Read the previous post.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549012#Comment_3549012
Unfortunately, that's just cheaters.
Sadly, no. Blind angles are pretty generous.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549256#Comment_3549256
Thing is I don't play competitively. Hell you'll rarely find me even using gen regression.
Also if fun is your main priority, Lightborn reduces the amount of interactions you have with Survivors. If fun truly is your main priority there are many other perks out there that are not only more enjoyable, but useful as well.
It removes the unfun interactions with survivors:)
Nothing is more enjoyable than not having to encounter a frustrating mechanic.
If there was a perk that would prevent survivors from teabagging I'd run that too.
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@Shroompy said:
Lightborn is quite possibly the biggest trap perk for killers in the games history
Learning to angle yourself when picking some one up is something you need to learn. Using Lightborn not only prevents you from learning it (since theres no need to), but it also uses up one of your valuable perk slots.
I maybe get flashlight saved once every 10 games I see a flashlight, its really not a hard skill to learn.
It's not a perk for people who want to play competitively, learning to play better and using perks with maximum efficiency. It's a perk for people who want to just have fun at the game.
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I've never stopped to use it. Aura reading is more useful than you think and half of the people don't even realize you have it.
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I like how you split your messages to each side, survivors be patient and killers give survivors some fun. As if that doesn't apply to both sides.
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It is fun, but you have to give up on the idea that each killer is fun. If you are a casual player, pick a fun killer and dump all of them who demand to play 24/7 to perform on average level.
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Yeah, for some reason scratch marks started to appear way slower lately.
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If I'm playing for the win, I will only hook one survivor or two until they die and I don't need the counter.
If I'm playing chill I'm hooking at random and I might not even count them.
Guess which type of gameplay BHVR wants to promote.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548325#Comment_3548325
This can happen. I guess when EU-Servers run out of capacity you will be connected to a different Server. The "funny" thing is, if you actually play the game, you will see that everyone else also has high Ping, so it is a full EU-Lobby on a NA-Server.
Might be backfilling as well. Like, someone in NA creates a lobby full of NA players, then survivors leave, getting backfilled by EU players, then killer leaves, replaces by EU killer - this is possible because backfilling prioritizes speed of matchmaking over quality for some reason.
I don't really believe that it's the server capacity when DbD playerbase goes down with each day.
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You don't get to dictate how the game has to work.
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Yeah. I'm getting people from USA even though it's the opposite side of the planet. I guess 100% bloodpoint bonus on killer doesn't help too much and the biggest player region requires backfilling at all costs.
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1) Use your guards when survivor is cornered to get hits
2) Use your guards to annoy survivors you are not planning to chase right now
3) Use Carnifex for shredding through pallets
That's playing Knight for you.
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Damn, I thought I just lost grip on landing his attacks.
Classic BHVR.
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Thank you for a good read!
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Freddy. The most boring killer out there by a far margin.
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More likely, OnlyBlights update. Or Queue Long update. Or, Extra Bad Matchmaking update.
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Wait for the anti-camping to come live, Trapper and Nemesis will be out of the list
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It's still red, so it won't be fixed
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I tried that, if I don't care about the outcome the game isn't fun for me. Sounds good, doesn't work.
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I hope people will stop complaining about getting Alien every game then
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542750#Comment_3542750
ok. we had freddy as a terrible one. literally the worst thing they ever did.
billy was bad.
bubba was a great one, so was doctor. hate clown but his reworked bottles are good.
to me that's a 60/40. what other killers got actual reworks? my memory fails me rn
Sadako, of course, she is strong, but the design is horrible
Pyramid Head, still strong, feels bad to play
Clown rework is 50/50, can't call it good, can't call it bad either
Legion rework was good
Trickster rework 50/50, kinda good, but he's still a camping killer
Trapper rework was good, but yet again, his main problems are not solved
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Don't worry, TCM will die way faster.
* You can already see a lot of toxic players there, people who will stunlock the family for fun, tbag and wait at the exit gate to mock them last time
* It has way more issues in swf vs solo department. When you are watching the intro animation joining the match, coordinated victims are already halfway out
* The way the devs of TCM deal with hackers is worse than the fact there are hackers. Oh, there are hackers on PC, well, that's your problems, you stinky PC players, stay away from our precious console players
* The ability of this game of long term development is questionable because of the setting. They can't make something drastically different from what they have now, so it will get pretty stale rather soon
So, I don't think this game will live more than a couple of years.
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There were very little good killer reworks so far. So... I don't think chances are on your side.
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I mean, it's not like he got a Deathslinger level nerf, when you have to re-learn the killer to be able to perform at half of the previous power, or a Pyramid Head nerf, when they've made him so unpleasant to play you better pick some other killer. The nerf is rather minor, so... Whatever.
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@Batraidyn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537078#Comment_3537078
I can clearly see you are a killer main
Us vs them, classic
Everyone who doesn't agree with you is the *other side* main
Keep it up
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Like it or not, this game now is balanced around survivors having maps with BS loops and anti-loop killers
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You have the only people to blame for this - the ones exploiting the bug.
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Kill switch survivors, they are looping, which was never intended
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538471#Comment_3538471
The actual fun part of the game? The chase. Or do you think holding m1 on a generator for 90 seconds, or facecamping and hard tunneling as a killer is the fun part?
I think that it's not up yo you to define the "fun" part and dismiss everything else. This game has more fun parts than just the chase.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538488#Comment_3538488
Yes there are certain plays that only SWF can do, like identifying and tracking a stealth killer. But solo can make up for this in other ways, providing everyone goes into the game with the mindset of a team player.But we're not talking about a stealth killer or even high level SWFs. We're talking about camping. Against the most inexperienced SWF in the world they can communicate 'the killer is standing over behind the tree, stay on gens'. On the other hand, a soloq runs right into it unless you happen to speak the same flailing arms code as the person on the hook (and assuming hook stage 1).
Part of doing well as survivor is having the game sense to play your part for the good of the team.Again this is totally different. With the survivor HUD, I can see who is on gen, who's on death hook, etc. I can play my part without voice coms. Sure, it would be easier if I could tell someone I'll take a hit from them and where to run, but I can still manage it without comms.
Basically: soloq can do the same things SWF can in those situations, though SWFs make it far more efficient.
Camping is not the same: its the easiest communication in the world as a SWF, difficult, if not impossible, as a soloq.
People say that and then you ask them if they run Kindred every game and they say "no". Weird.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538261#Comment_3538261
That's because the current win condition is to kill them. But if the game was about hooks instead of kills it would be much different.
Then the escaping should be removed together with killing, and what's left of the game at this point
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537886#Comment_3537886
it's very easy to get 3-4k with facecamp bubba even content creators like otz have shown it, run a combination of corrupt-deadlock-pain res-merciless storm- no way out-noed and you'll get 2k minimum if you have half a brain, against solo Q most likely 3-4k
it's by far the worst thing in this game it should be nerfed to oblivion, even tunneling is super fun compared to dying on first hook to a bubba, it will be nerfed end of story, trying to defend it is actually dumb
Everything is easy when you are a streamer with 10000 hours in the game and your average opponent has ten times less.
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There were a lot of neat game releases lately: Remnant 2, Baldur's gate 3, Armored core 6, TCM, overhyped Starfield, etc. No wonder live service games lose playerbase.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537078#Comment_3537078
Think that, but it just the case, look the build from killer and you gonna see them more often than you think, lot of these perk are on some build for some killer, even ruin
From survivor, people who try to use it can be count on one hand, and when they see that these perk are just perks slot waste, they don't use it anymore
The perk from killer side are always good some get nerf for no reason, but with the 6.1 patch, the perk from survivor get the biggest nerf and there are just dead, nobody want to use it because lot of other perk are just better than these...
So yeah, I maintain that, when it's time to a nerf, survivor perk get more punishment than killer perk
Eruption? I never see it
Ruin? Never
Overcharge? Maybe on some baby killers when they get stomped
Undying? Maybe sometimes
Nope, I see them as often as nerfed survivor perks. Definitely way less often than nerfed Dead Hard and nerfed Boil Over.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537067#Comment_3537067
Undying was one of the most broken perks ever released for the killer side, that's why it got nerfed
The gen kick meta was so stupid that a killer had to actively try not to win a game to lose it, and btw I called out how stupid eruption was from the moment the buff was announced in the ptb patch notes of 6.1, like, everybody could foresee how unhealthy and broken it was
The only perk that was unnecessarily nerfed was ruin. It deactivating due to one person's death was an interesting (and healthy?) addition, but the regression down to 100 was over the top
I'm not saying the nerfs weren't justified.
But saying that killer perks are getting softer nerfs than survivor perks is completely unreasonable.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537067#Comment_3537067
And these are not dead, ruin is probably the less picked, but there are not dead perk, undying is always strong, not like before, but it was
Ruin is good, not powerfull like before (I talk the time were ruin make the gen lost is progression when survivor doens't hit a perfect) but can be a little buff
Call of brine is always good, combine that with pop and you are gonna see if call of brine is "trash"
Overcharge, same #########
Eruption is always good, not a dead perks
it's what I say, killer perk get some little nerf, when survivor perk who are overused become just dead perk after a nerf
And, point is, these perk, the three last you say, it was nerf because some people find that funny to camp at 5gen the three near gen on the map, so before that, it was more difficult to fight back this kind of playstyle, you know that, TECHNICALLY, the two side have to win sometimes?
The Only one perk, where I'm okay to say who was nerf and killed from killer side is: Territorial ... This perk was not strong and get a nerf? Why? Maybe the dev have some quota to do about nerfing a perks and this one got his eyes, but, yeah (oh et hangman got some strange tweak nerf buff dunno what it is)
But all the other perk are always strong, not strong as before, but enough to be good perks
If those perks aren't dead, then no nerfed survivor perk is dead either.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536977#Comment_3536977
Because each times a perk become popular for the survivor, it get nerfed to the ground?
Like, Dead Hard, Self Care, Decisive?
Even if killer perks get nerf, it's not as big than these for survivor, and when you add "basekit" nerf or item nerf (healing, vaulting, gen, flashlight, key,..)
Strange thing, but I can understand, why, suddently, survivor who use (or not, pretty sure some people never touch it and are against is nerf) become mad
Just a guess
Killer perks not getting as big nerfs as survivors? You serious?
Undying: went from relighting a hex 4 times to relighting it once
Ruin: 200% regression into 100% regression, not worth running anymore
Call of Brine: extra 100% regression into extra 25% regression
Overcharge: extra 100% regression into extra 35% regression
Eruption: straight up removed the main part of the perk
If anything, it is survivors who had their favourite toys untouched by nerfs for an unreasonably long time
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You could've answered that question yourself. Why did you sweat to secure the ultimate win for your team and a 4 man escape and not give the struggling killer more chances to secure a kill?
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I miss old gaming etiquette when it was a rule that the loser writes gg first
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I believe you, Trapper main
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534593#Comment_3534593
It will definitely help new killer players in the long run. When the survivor pops off the hook, the killer isn't just going to DC. They will wonder what happened and attempt to tunnel the player. The killer gets experience in chase and the survivor can pick up their controller and start playing again. The killer might even discover that chasing is more fun than kebabing a survivor on hook.
If you want to help new killer players learn the game, a more robust tutorial system would be great. That would definitely help new killer players learn the mechanics of the game. I think that most new players, survivor or killer, have it very rough at the start of the game. There's a lot to learn and very little in-game to explain it in a way that new players can comprehend. Better tutorials would ease the growing pains that new players experience. Therefore limiting the frustrations that make players more likely to just stop playing before they can reach the top of first hill the have to climb.
"If" that long run happens.
And it will only happen if the player is resistant enough to being frustrated by background running mechanics that were never explained in-game (and I am pretty sure they won't be explained).
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534614#Comment_3534614
Newbie killer doesn't need to know, it's information they'll learn as they invest in the game. All they need to know when they're new is "standing directly at the hook isn't good, so I should go chase someone else".
No comment on that last part. Completely baseless accusation with zero evidence, there's nothing to respond to.
They'll learn to leave the game of frustration instead.
You don't need to respond. Just watch and see me being right.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534607#Comment_3534607
Sure, but for how long? How long is the survivor going to be outside the radius, while the killer's inside it? I'd argue not for long, even if they're looping in and out of the radius they'll be inside it some of the time.
And, again, we do not know how long the timer is, nor how much it's slowed. Hell, we don't know if the killer's given a unique effect to pay attention to. These are not fair criticisms of the idea, they're potential problems and we don't know whether they'll be present in the version we end up testing.
(Also, we do know the exact radius, iirc. It's 16 metres, Kindred range. The new player doesn't need that exact number, because all they need to know is "go chase someone else, don't stand by the hook")
We know.
Newbie killer doesn't know.
And I bet that what I described will happen inevitably, the question is just how often. Also, I bet there won't be any unique effect, because BHVR doesn't care about killer QoL.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534602#Comment_3534602
We already know other survivors being in the radius slows the progress down, and we don't know whether chases make a difference + what the speeds actually are. This isn't a problem with the idea in theory, it's something that depends on how it's implemented in practice.
In this situation is possible that a survivor will be outside of the radius while killer is within the radius. And to know what's happening you need to know the exact radius. It's not like PH's cages, when you can immediately see the effect of you being around them and it is a unique effect, you need to figure what's happening and why.