PreorderBonus
PreorderBonus
About
- Username
- PreorderBonus
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Senaxu said:
Today, if someone in Dead by Daylight with a new killer doesn't 4k's regularly after the first 5 games, the killer sucks and needs to be buffed. Unfortunately, that's the mentality.
I want to learn French by tomorrow, if I don't manage it I hope the language will be made easier.
Nice way of ignoring the point, lmao.
I played 10 Vecna games today and had 3/4 kills in all but two of them. I've gotten pretty good at using his power, and it also helps that survivors aren't good at countering him yet. But that doesn't mean the killer isn't weak. I also win consistently with Dream Pallet Freddy. Does that mean he's strong?
Also, DBD is a game where getting 4 kills consistently doesn't necessarily mean a killer is strong or weak. I would think that’s common knowledge by now, but clearly it’s not the case.
-
@YuffieGreatestWaifu said:
Lets see Sphere counters lockers just throw the sphere
The ranged attack goes through walls and barriers good range
Fly is a amazing speed tech
Mage hand also unaffected by walls
You have to play Venca as a jack of all trades using his tech smartly.Ah yes, the ultimate locker counter: the Dispelling Sphere! and the amazing speed tech, the Fly!
-
@Lost_Boy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733213#Comment_3733213
Yeah I'm kinda thinking that his only real solid power is the hand of mage spell. If they even change that slightly to allow pallets to be more safe again he will become extremely weak. It's literally the only spell that allows you to end a chase in a reasonable amount of time. His flight is okay for traversing the map and the occasional catch up, but it's kinda wonky and the CD is huge.
I wouldn't say he's extremely weak or powerful, but he definitely has the potential to go from okay to really really bad if they nerf the hand spell.
I'm anticipating he will get nerfed to almost useless status, as BHVR have a solid record of destroying licensed killers.
Lifting up a pallet inmediatly after its thrown is literally his strenght right now, if they were to nerf that he wont have anything going for him
-
@Souplet said:
He is definitely not weak and he is rather fun to play imo
He has strong antiloop with counterplay, unlike some of the top tier killers
And i still dont get why people say that singularity is weak, strong map presence, strong chase, gets rid of the pallets really quickly…
Never in my post did I hint at Singularity being weak. I mentioned that no one plays Singularity anymore because he is easier to counter and if the player using him wants consistent results, they have to put an extremely amount of effort compared to the rest of the cast. Same thing will happen with Vecna.
-
@radiantHero23 said:
It's the combination that does it.
After my personal experience of 13 matches, I would put him in lower A - top of B tier.
Strong with enough counterplay.
He's far from weak. A killer with who I can consistently win with a lot of hooks and no slowdown perks against switched on survivors is not weak in my book.
Having to juggle between 4 weak powers per chase just to get a down is straight up weak killer design, especially when these 4 weak powers are subject to one of the longest cooldowns in the game. And this is the exact reason why he will disappear from the game in a few months, like Singularity.
-
@jajay119 said:
So Distortion is the next perk on the list to be complained about until it gets a change? Distortion does the job its designed for and I refuse to believe killers are consistently going against 4 man SWFs running it (because they don't need to). Not every perk needs to be changed.
If we are talking about annoying perks let's bring Lethal Persuer and Corrupt Intervention into the mix. Inarguably two of the most annoying perks and some of the highest chosen by killers. Yet they won't get majorly changed, despite qualifying under the 'it's too popular so overpowered' rhetoric because they do the job theyre made to do and changing them would fundamentally change what they are.
It's impossible to discuss a perk if people like you immediately jump to talk about the other side's perks. Do you not know how to argue without changing the topic?
-
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727458#Comment_3727458
Here's an example of what I mean when I say survivors don't have agency in chase. Temple of Purgation has 2 entire sides around the main building that are nothing but narrow corridors with 1-2 garbage pallets that are free hits for the killer. And since they are up against the edge of the map, anyone working on gens in this area has zero chance to reach any useful structure where their survivor skill matters. Agency in this situation would be, "oh I know this area is a deadzone so I should stay away". But guess what? 3 gens always spawn in this area! Another reworked map gets BHVR's 500 Killer Winstreak Seal Of Approval. This is consistent with the pattern over the last 2 years of turning every map into a small square of garbage where gens spawn way too close to each other and 80% of pallets are killer walks around the short side and gets a free hit
If a team 3-gens themselves in a dead zone, it's simply bad play from the survivors. This is why a lot of people are running Deja Vu. Also, Temple of Purgation has good pallets in the "hallways" which can be played by both sides. They have long walls, and some of them have shorter walls that are impossible for the Killer to mindgame, making it easier to play as a survivor. Additionally, there are a lot of LoS blockers to take advantage of, and even hills where you can completely lose the chase if you run BL.
By the way, even after its rework, Temple of Purgation is a map where if the last 4 unrepaired gens are split up, the Killer cannot realistically win the match. This is true for a lot of maps. So maybe stop mindlessly repairing gens, start running Deja Vu, and you'll notice how good that map actually is.
Your comment screams "I never play Killer" to me. These are such basic concepts of the game that you quickly learn when playing enough of both sides, that I cannot tell if you're trolling or being serious. However, if you genuinely think that a lot of maps are that easy to winstreak in, you're welcome to post your winstreaks to back it up.
Oh, and on the topic of map reworks, it's interesting that you only focus on the ones that made the map smaller, while conveniently ignoring the reworks that didn't affect survivor strength at all (like Eyrie of Crows and Garden of Joy). So, what's your stance? Are all the reworks Killer sided, or are you just cherry picking examples to support your argument?
-
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727262#Comment_3727262
Right, so killers whined until any agency survivors had in a chase is gone. Meaning survivor skill doesn't matter when it comes to being tunneled or getting "downed in 40 seconds"
Then you compare the math on how long it takes the other survivors to finish 5 gens while the killer stands 16.1 meters from the first hook waiting to tunnel this person out of the match.
Then the devs give killers multiple perks that stall gen progress without having to actually leave the first hook. Making it even less likely that waiting to be camped/tunneled out of a match will have any actual benefit to the team.
Then you consider the amount of points you're likely to earn as a survivor for staying in a hopeless 3v1 at 2-3 gens vs the killer that can now draw out the match and easily hit 35k or more.
Idk it's just a mystery why players don't see a point to staying in these matches!
If you genuinely think that survivors have no agency in chases anymore, I don't know what to tell you because it's straight up false. The game isn't as broken as it was before, but that doesn't mean that playing survivor is an instant loss and that playing killer is an instant win. If you think that you have no agency in your chases, I don't know how to tell you this, but you just might be bad at the game.
Sure, sometimes you get caught out in the open or in a dead zone, and you can't do anything but go down. But this has been true for the entirety of DBD's history, regardless of whether you started playing 7 weeks or 7 years ago.
Also, I play killer pretty frequently, and I almost always go for 12 hooks. I see survivors give up on the first hook without being camped or tunneled ALL THE TIME. There's literally no excuse to do this, and you're screwing the game for everyone else. I don't care how justified you feel you are in leaving when you want, but this type of player simply shouldn't be playing the game, period.
By the way, I'm not arguing against "giving up" when there are 5 gens left, 3 survivors alive, and one hooked. I'm complaining about that 4th survivor who gave up because things didn't go their way, making the match unwinnable and leaving us stuck until the match is over. Because let's not pretend that every give up is when the match is unwinnable. I can go play 5 games right now and I'll see a survivor trying to kill themselves on first hook at least in 3 of those games.
And as I mentioned in another comment, as a killer, you cannot give up without being penalized. As killer, you're forced to play matches that you know are lost because the game even punishes you for going AFK. Yet, as a survivor, you can give up as you please with no penalty whatsoever, which encourages leaving difficult matches and focusing on playing games that are easy, even if that means screwing over dozens of games in the process. How is this healthy?
-
@Rogue11 said:
To rephrase, BHVR making survivor borderline unplayable is making them give up
True, I forgot that BHVR promised that when you play survivor, you'd be able to run the killer for 5 gens and then escape. So, of course, when that doesn't happen and instead they get downed in 40 seconds, my teammates are allowed to leave. It's not their fault, it was BHVR!
-
A killer dodges your lobby? Another one will fill it in 15 seconds, you won't even notice you got dodged unless you were paying attention.
A survivor gives up at the start of the match? The match is lost, and you're stuck in an unwinnable game where you'll spend your next 10-15 minutes without being able to disconnect without a penalty.
But somehow these two issues are similar?
-
@Shuma said:
I’m going to do a bit of us verse then.
If 80% to 90% of your games aren’t solo-queue, then you really don’t have a valid opinion on DCs and suicides in solo-queue. You absolutely don’t understand how ungodly miserable the solo-queue experience is until you play it that consistently.
if you’re playing killer or SWF, you may lose a couple of games before winning again. However, for the majority of solo-queue players, you are oppressively losing game after game after game. It’s common for solo-queue to lose 10 to 20 games in a row. Of course that makes people want to suicide or DC.Killer mains and SWFs are basically sitting in this bubble filled with abundant food and fertile fields while looking at these solo-queue players, in their bubble, that’s a desert with one serving of turnip stew and can’t understand why solo-queue players are giving up all the time.
I play exclusively Solo Q, and survivors still give up at the minor inconvenience, that's the whole problem. It's not a "us vs. them" situation because, as a killer, I couldn't care less. it's as a survivor that it bothers me.
Solo Q can be hell: if the killer finds someone quickly, you know that you probably won't win, if a Sable goes to the basement as soon as the match starts to do an invocation, you know the match is probably lost. But that IS Solo Q. Are we really going to start cherry-picking games until those people find a game that goes how they want it to go? How many games are they allowed to ruin in the process?
If they want to give up, fine, give up and go next. But the game should punish you the same way as if you disconnected, with penalties that increase in time the same way as when you disconnect. Otherwise, what stops people from picking their games just because something didn't go as they planned?
-
@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724408#Comment_3724408
And I don't because it means that such killer previously had to use some busted combo to boost their MMR.
Why should I be sorry to someone that probably used Eruption + CoB + Overcharge and then is miserable because perk that he was so reliant to got nerfed?
Some cases ofc "you can be matched wrongly / there are smurf teams", but most of the cases is that killers are boosted by broken perks, those perks got nerfed and they are then bulled by 4 man SWFs
The amount of generalization in just a single comment is insane, lmao.
"If a Killer disconnects then it must be because they're facing SWF, and if they're being bullied by them, it means that in the past they used a broken combo so they deserve it."
Do you even hear yourself?
-
@aewi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723941#Comment_3723941
Also, this implies that everyone who hook suicides does it multiple times, which isn't necessarily true.
And the "think about the 4 other players" argument falls flat when you don't care what the 1 person is going through, apparently your video game win is more important than everyone else's life.You completely missed the point so many times that it's amazing.
No one cares about those players who have something to attend to in real life and have to quit, because they do so by disconnecting properly or using alt + f4, which replaces them with a bot so the match isn't completely ruined.
The whole point here is that some survivors give up for the dumbest reasons, ruining the match for everyone else. This isn't even a killer vs. survivor issue, just some basic etiquette: don't queue up for a match if you're going to be a crybaby and leave when things don't go your way. Is that really so difficult to comprehend? Because I can't dumb it down any more.
-
@aewi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723790#Comment_3723790
i always laugh at posts like this. people who hate people who attempt on hook are always more entitled than the survivors giving up, saying ridiculous stuff like "i don't want to reward this behavior!!!" "these people are SUCH babies"
but you're the big tough guy for reading paragraphs because one guy wanted to go next. yeah. sure.like i'm not for giving up on hook, but honestly, seeing how quick people on this forum are to spite people who even try attempting is wild, like winning games is their child and these random survivors just drowned it in front of their faces.
all of them use the word entitlement too, as if expecting people to always play out every match with you no matter what regardless of how grim or unwinnable it is isn't also entitlement, like people do it to inconvenience you specifically.😂
Today I learned that wanting people to play the matches they queue up for, instead of leaving at the minor inconvenience, is entitlement. Lmao
-
@Shuma said:
Well, there are no come back mechanics for survivors. Most times a minor mistake does end the game for survivors. Survivors pretty much have to play close to perfectly or they lose.
It’s like chess, when you know you’ve lost, you forfeit, you don’t keep playing a lost game.If someone gives up at every minor mistake, then of course the matches will be lost.
Also, if I'm playing a low mobility killer on a big map, and they repair generators in a way where the last one or two are perfectly split up, I know I won't win. But I still can't give up without taking a penalty. So why can one side give up as they please, while screwing everyone else's game, but not the other?
-
- Chucky can work as a stealth killer, but he's more effective if you play aggressively and go for dash hits. He does talk quite a bit, but since it's Brad Dourif (the original voice actor), his lines can be pretty entertaining. If you’re not sure, you might want to watch some gameplay to see if you like it.
- For Xenomorph, using the tunnels is a big part of his macro gameplay. Being inside the tunnels lets you see turrets (with an addon), which helps you gauge which zones of the map have survivors. You can also hear gens, injured survivors, and see footsteps from inside the tunnels, which is really good for macro play.
- Rapid Brutality is good but depends on the killer and playstyle. It works well with Singularity using Soma Family Photo or Deathslinger with Save the Best for Last. I don't think Vecna synergizes well with it, there are better perk choices.
-
They should remove the ability to attempt to unhook, as well as penalize a survivor more if they go AFK on the hook, waiting for the killer to hook them again.
As killer, you're penalized if you go AFK, there's no reason why survivors should be able to just alt-tab out of the game on the first hook without worry.
-
I don't understand people who say Freddy is the worst when Myers is in the game. At least Freddy has some sort of anti-loop and map mobility, which on its own can be enough to win games as long as the player is good enough. Myers has no mobility, no map control, and no anti-loop. On top of that, he starts the game weakened.
-
Why isn't there any consistency with the process?
There's nothing "consistent" about DBD's development
-
@ReverseVelocity said:
It's a pretty significant nerf to what saves it'll allow you to get.
Before: Getting a survivor downed at a pallet, BP user can stand in a circle around 60m of it and get the save.
After: Getting a survivor downed at a pallet, BP user can stand in a circle around 40m of it and get the save.
Ah, yes, quite significant. Now I will only have to check half of the map to find the BP user instead of three-quarters of it! -
Probably the DS was from her previous hook
-
Nah, it was awful. I remember each month, as soon as I hit Iri ranks my queue times would go to over 20 minutes, and I was forced to play in peak hours. Not to mention the state of the game back then. Today's DBD is GOTY compared to what we used to have
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712541#Comment_3712541
Even if this is true, Dead Dawg is not really a map where hiding really works. It is bright as hell. And in general a killer-sided map (small and aside from the Main Building not really safe).
The problem here is that they hold you hostage. Not that they burned a Map Offering.
"Dead Dawg is not really a map where hiding really works"
Bruh. It's the map with the thickest bushes and, as long as you're not running neon blue clothes, you become invisible by just crouching in a bush. Not to mention the brown tone of the map that already makes it so dark colors blend too well. It's literally one of the best maps for hiding
-
"Killer isn't playing how I want them to. BHVR, please ban them!"
-
After her first rework, she had a playstyle where you could spam teleport and, if done right, condemn around 2 survivors per match. However, this was changed, and her only remaining playstyles are: 1) survivors knowing how your power works = you lose or 2) they don't = you might win. Only worth buying if you really like the character and/or your MMR isn't high and you usually face bad survivors.
-
@radiantHero23 said:
I don't want to be rude here, but some people think too highly of themselves …
Streamers are players of this game just like the rest of us.
You clearly don't understand, a streamer leaving the game equals to 100k normal players leaving
-
*Killer doesn't pick up someone because there's a survivor with a flashlight around*
Survivor: "Oh, so you're slugging?lol
I don't know how to tell you this, bud, but if you play as killer and you have all 3 survivors around the downed surv, there's literally no reason to pick up. Maybe try playing a bit more as Killer so you can grasp basic concepts like these. It would make your Survivor experience more enjoyable and would make you more skilled as well
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694198#Comment_3694198
Imagine you run it 24/7, you can farm bloodpoints, rift fragments, and shards pretty easily.
Additionally, you are going to lose every game, so you tank your MMR massively making your matches easier moving forward.
If you AFK in a match as a Killer, you won't receive any Bloodpoints. Not only that, but the game detects it and penalizes you in the same way as if you had DC'ed. I'm not sure what the benefit of AFKing is anymore, to be honest. Unless they have a system where the killer also moves and/or spams M1, they'd get penalized—no BP gain, no rift fragments gain, nothing. The only thing would be lowering their MMR, but that alone wouldn't explain why OP encounters that many people doing it -
@Guroneko said:
About less than a week ago (♪week ago♪), I was playing as Meg on a Badham map. In the second floor of its main house, there's an empty closet opposite the Gen. While hiding, Chucky sniffed me out trying to ninja the generator and slugged me there. Understandable— I play just as much Killer and get just as upset at sneaky survivor rats poking my gens before sprint bursting away.
What I DON'T understand is why he came back into the closet and, instead of picking up and hooking Meg, proceeded to roleplay "taking advantage of her." I dunno what words BHVR's decided to filter, but just think of the grossest thing and go with that. Backpedaling and holding forward repeatedly. Needless to say, I didn't do much afterwards besides quit DbD for the day.
Fast forward to today. I'm playing Yoichi on Midwich against another Chuck. After a grueling 11 minute game, it's finally down to a Quentin and I to try and wrap up 2 gens. I did my damnedest up until Chuck slugged Quentin CLEAR across the map and left him to look for me, just so I couldn't Hatch out of the match.
I mention Yoichi because I'm using Empathic Connection, so Quentin can see me across the map since he's injured. I also recognize what Chucky is trying to do here, fight the urge to quit and do my best to have fun with it. I hide in basement, emote to Quentin to crawl to me while Chuck wastes time searching and I pick him back up so we can have another go at it.
No luck. Chuck finds Quentin again while I'm on a gen, slugs him while I'm clear across the map a second time and proceeds to deny Quentin his right to leave the game with his well-earned BP. At this point I simply throw up my hands, sprint to the center of Midwich's courtyard and force notifications until he finds me.
His response after I call him out on "forcing a 4k" instead of "earning" it post-game? Something to the effect of "I got a 4k tho." At the same time, I was being lambasted by a Cheryl for "jerking around" instead of "playing the game."
I took a couple of breaks from the game after Nemesis and RPD were released. Best thing that ever happened in a multiplayer game I enjoy. Now? I'm wondering if licensed characters/killers are even worth the baggage they bring.
Bonus round: Which Killers attracted the most toxic individuals before Chuck? In hindsight, I find this psychological phenomena fascinating. It makes me wonder what types of people watched Child's Play growing up.
EDIT: I apologize if this should've been labeled discussion instead of question. These events incited my first time using the forums.
You mention that you wanted to DC the second the Killer slugged someone, gave up when things didn't go the way you wanted them to, and then you tried to force a confrontation on the post game chat. Hate to break it to you, but YOU are the toxic one
-
This would make tunnelling even more annoying. Imagine a killer that wants to get you and you get tunneled 10 times in a single match, I wouldn't even blame those people for DCing
-
@Lost_Boy said:
So I've seen a video about a specific Discord server that basically sets rules for survivor/killer collaboration to farm the maximum amount of BP per hour. Without going into too much detail they basically run through a set list of things they do to get max points in each category before finishing the game off in like 10 mins. They basically rinse and repeat this process over and over until they have achieved whatever BP goal they have in mind.
These groups were farming something silly like 500k BP per 10 min match doing this during the event.
So is this against the TOS? I thought that any kind of collaboration in a public game would be classed as against the TOS.
It honestly never ceases to amaze me how pathetic online gaming communities can be these days when it comes to abusing unintended mechanics. I get it in certain other genres of games like MMORPGs why people would do it but in a game like DBD I couldn't think of anything worse than spending countless hours playing DBD, but not actually playing DBD. Like what is the end goal? To get 5, 10 p100s? It makes zero sense to me. Even the perk grind makes zero sense. You probably use about 10-15% of the available perks currently in the game which is kinda easy to at least get P1 for each character you desire & boost your other characters for tier 3 perks.
The only reason stuff like this bothers me is because I've seen it time and time again in other games that the Devs remove the bonus or put in some kind of mechanics that is detrimental to the playerbase who plays by the rules. These people literally do not care about anyone except themselves and abusing mechanics like this is purely for personal gain in most cases at the cost of the community. They should be actively banning accounts for stuff like this if it is indeed against the TOS.
You were the kid that took the ball home, weren't you?
-
I think the flashbang should only work in a cone in front of the killer instead of a full semicircle. Otherwise, you can flash the killer while they are literally looking away.
Background Player is busted, though. The sprint is so strong that if a survivor is downed near a pallet, the killer can't realistically look for the survivor who's going to come for the pallet save because they could be anywhere. It makes it impossible to counter.
However, I feel that the average player base is still not up to this type of meta yet, so even when survivors run these perks, they don't always get value from them. But when the time inevitably comes when survivors get better with these perks, it's going to be hell, and they will definitely get nerfed.
-
@goodfriday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687706#Comment_3687706
I aint running no garbage otr because I do not care about being tunneled and neither does my swf. I am talking about it being annoying in solo que when killers wanna be tunneling out baby survivors. Also ofc tunnelers(are just usually bad killers anyways) Good killers do not need to tunnel or come back to every unhook to 3/4k . Also yes my point was hook notification being removed means the killer need to watch their hud more carefully and I doubt killers pay much attention their huds much.
So… what would you suggest change affect then? Killers who want to tunnel will just keep an eye on their HUD. If no notification were to be added but tunneling wasn't affected, would you then complain about how the HUD gives the killer too much information and want to remove it?
Going back to the hook when you can't find anyone is, in a lot of cases, the most efficient play. It's where 50% of the survivors are, and you can immediately go back to applying pressure rather than looking for the other 2 survivors who have the upper hand since they have time to hide from you. That's how the game is right now, and if you don't want to use OTR or even the upcoming buffed DS, that's on you.
-
I like this idea, but I think it would be better for the effects to be on action completion rather than great skill checks, or it could get too spammy.
There's a lot more room for customization, too. DBD Mobile has hook skins and some even come with a kill counter
-
@goodfriday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685534#Comment_3685534
Open their eyes and ears and and search better or use perks like spies/whispers or your abundance of aura reading crutches.
Yes because after not finding anyone else, ignoring the unhook where its the only place you know 100% 2 people are is the best play. Great macro gameplay
Btw, even if they removed the unhook notif, a killer that isnt finding anyone would just... keep an eye on the hud to see when they go for the unhook. Run OTR instead
-
@Hexling said:
They stated this is just to remove hugtechs
Which is fine in theory, but if they made it so you cant hug tech anymore, its because Blight now bumps off more. There are already way too many things in maps that make you bump just because theres a pixel sticking out of a flat surface.
The problem with Blight isnt his collision, its maps and the awful hitbox BHVR half assed to every object and prop
-
This is the reason more people should play the other side. If you played Nemesis at all, you'd know that the zombies are just there, and might help you once every 10 matches, if at all.
-
I would gladly take Eruption, Overcharge, Call of Brine and Ruin buffs if that meant seeing more Killers run it. Sadly every gen slowdown perk other than pain res and pop has been forgotten by the devs, and the 8 kick per gen did nothing but kill them for good.
-
@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683800#Comment_3683800
I didn't say the match was over. Adrenaline only props if the killer failed to stop five gens getting done. So saying it punishes the killer is very apt don't you think. Survivors get rewarded for successfully completing their objective and the killer gets punished for failing to stop it. I don't see why that is so unfair.
Listen I don't want to get petty and pedantic here, but if you're going down that road then you can just as easily say Adrenaline can be disabled before it proc'd too by killing the survivors before they can get to end game.
That's the thing... the survivor's objective is to escape, not just complete all the generators. A match won by killing all survivors with 5 gens left isn't worth more than one won by killing everyone with 0 gens left; by the game's standard, both are wins.
In higher MMR games, where both sides efficiently abuse good/bad tiles, gen spawns, etc., it's more common to have close matches that end with 1 gen left or right after the last gen is done. Adrenaline removes ALL the pressure the killer has been building, simply by having this perk and playing as you normally would.
Both NOED and Adrenaline completely switch the winning odds from one side to the other instantly, which is awful design. NOED could be disabled by cleansing all totems, but Adrenaline can't be avoided because "killing all survivors before 5 gens" isn't something you can consistently do against good survivors, EVEN if you're pretty cracked. Matches that aren't a complete stomp are usually pretty close, and the endgame is just another phase of the match. Saying that it's okay to have OP perks simply because all gens are done ignores the fact that the match isn't over yet. I would agree with this statement if Adrenaline only proc'd when the exit gates are opened/hatch closed because by then, it's almost entirely the killer's fault. Otherwise, having all gens done does not equal "killer failed".
-
@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683781#Comment_3683781
I never felt that was a fair comparison.
Adrenaline rewards the survivors for completing their objectives. Its not just a free health state for doing nothing. Even if you're not the one who completed most of the gens, you could be the survivor who kept the killer busy so gens got done. Survivor is supposed to be a team effort. Noed gives the killer an insta down and speed boost because they lost. At least with other end game killer perks like No way out, Remember me, Bloodwarden etc they have to earn them to get them going.
As a killer do you really feel accomplished because you got a kill from Noed? I know I personally wouldn't. I didn't do anything to earn free insta down. Its like old dead hard. I don't feel like I am a good looper because I pressed a button for a perk that gave me free distance just because I got injured.
The match isnt over because survivors did 5 gens, you have to escape to survive. Adrenaline also punish the killer for playing hit and run and spreading the pressure, which is the most fun playstyle.
But youre right, it isnt a fair comparison. NOED could be disabled before it proc'd, Adrenaline dont.
-
Before NOED was nerfed, everyone, including killer mains, agreed that it was a crutch perk that could turn a 0k into a 4k with no skill whatsoever. Just an overall badly designed perk because of its impact.
Now that NOED has been nerfed, and the focus has shifted to its Survivor alternative, it's suddenly okay to have such a perk. No longer is it a problem for a single perk to be able to turn a 4k into a 0k, with no counterplay whatsoever. "Just kill every survivor before 5 gens, dude!" is not a counter. The end game is just another phase of the match; the game isn't over because survivors completed all gens.
The main reason NOED was hated was that it was a crutch that made your progress feel useless since it killed any momentum instantly, with no warning. Adrenaline does the exact same thing, but it's suddenly okay for some reason, lmao.
-
@Hexonthebeach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683616#Comment_3683616
It's only easy if you know how to handle it. Like the crouching in Hag's traps. But it's harder to understand and for everyone who don't "crouch" SM gets haste. The "noobs" make this killer op.
SM is the killer were I would check in the survey: The killer power is hard to understand for the opposing side"
I agree, but this is an issue with DBD, it doesn't mean that Skull Merchant is OP.
BHVR should make her counterplay clearer, like providing a better tutorial or making it easier to determine if you can be detected (for example, having your character glow if in a drone AoE and if you can be detected, so it's easier to know if you are or not), etc.
The problem is, BHVR can do all of this, even nerf SM to the ground, but people will keep saying things like "Yeah, she's the worst killer in the game, but she still feels awful to go against" simply because that's what's been repeated since she was released. There's no winning against people with the "SM is OP" mentality.
-
Yep, most survivors who complain too much about SM only do so because it's been parroted in the community for so long that people started to believe it, so when they face her, they don't even try, give up instantly, and then come back to the forums with something like "yep, skull merchant is awful".
Drones are so easy to counter that being detected by one of them outside of a chase is literally a skill issue. "But she places Drones near gens and comes as soon as I deactivate them!" Then don't. You can crouch walk in the AoE of the drone and not be detected, and you won't be detected while you're working on the gen. Not only that, but the drones' area of effect is highlighted for you, so even if the drone is in stealth mode, you can still see where they'll affect you and crouch walk.
Killers like Legion, Pinhead, or Plague are extremely worse to face in Solo Q, but people hate on SM because it's a trend to do so.
-
Any competent survivor will realize that if you slug someone in the basement, it's because you suspect they have Wicked. And unless they're salty, they won't get mad over it. It's the same reason why when I find a survivor with Boil Over and they run into a corner, if I slug them, I never get trash talked in the post game chat because that's the correct play.
If someone truly gets mad over that then it's not worth even caring for, lol
-
Complaining about killers respecting pallets when the counterplay is to keep looping to gain more time is crazy. This post is either bait or a showcase of skill issues like no other.
-
It's bad because on maps that aren't interior like Lery's or Hawkins, it's too easy to get out of the Weakened state. The fact that you can also stare down the Killer while they're carrying a survivor, breaking a pallet or vaulting makes it worse. And survivors that have been playing for more than one month don't really have too much issue with having to look back for a few seconds every now and then
-
You don't understand, if they allowed people to change aura color it would make the killrates skyrocket and kill BHVR's artistic vision, please don't be ignorant
-
@Mentally_Mechanical said:
As I see it, and how I think it's supposed to be, is so you can't hard focus on survivors trying to deal with your power. Sometimes that's warranted, sometimes not.
Pig, I'm honestly kind of fine with box auras not being revealed to her, but Onryo definitely needs to have her counterplay weakened to compensate. I could swear that Pinhead can see Chain Hunt, but that's one I think is fine for him to know because it's global. Dredge can see Nightfall progress.
I think having some aspects of your power be unknown is understandable if they have a good reason to be. Some though, don't have good reason, and those are the ones that bother me.
It makes sense for some killers, like Unknown, not to be able to see Weakened progress from survivors because otherwise, they'd be able to tell if a survivor is staring at them.
But killers like Plague, Onryo, or Pig have these handicaps with no good reason other than "they might tunnel". Killers already tunnel anyway, so it only reduces the versatility of their kits. Killers with these handicaps also happen to be B or C tier too.
-
This map is far too survivor-sided.
The main building is extremely strong, with two windows and breakable walls that force the killer to break them, which feels awful. Breakable walls in general do, but the ones you HAVE to break if you want even to have a chance are worse.
The second floor of the main building serves as nothing but a complete time-waster; the gameplay up there is not engaging, and survivors only go there because they know the killer has to commit a lot of time if they want to chase.
The loops in the middle are completely boring for both sides because you can see the killer at all times, leaving no room for mind games. Looping in one of the middle loops comes down to holding W for both sides until the killer has enough bloodlust to get a hit. There's no deeper interaction or possibility for mind games, moonwalks, double-backs, etc.
The map is WAY too bright. It's awful playing it late at night because it's as if the sun is shining right in your eyes. Not only that, but when survivors bring fog offerings, the map looks horrible and it's impossible to see anything past 2 meters, and this is highly abusable by SWFs.
Overall, it's a really unpleasant map to play. It's too survivor-sided, so as a killer, it's hard to have fun, and as a survivor, each loop plays the same, so it's not as enjoyable either.
-
@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675970#Comment_3675970
No they were very obviously doing that to be racist. It didn't even need to be Claudette specifically, if it was a black twitch streamer and the killer could check their twitch stream, and then they put on the Claudette mask and tunneled/camped them, that's not an accident. The survivor they were playing was irrelevant, iirc one of the clips shown as an example the survivor was playing Jeff.
Likewise if the killer is mixing the male/female Unknown cosmetics and harassing people wearing the trans pride flag charm or whose Steam profile indicates they are trans, that is not an accident.
I'm missing what's so obvious about it, I see Killers tunneling and camping almost every other match, it's just an expected thing to happen at this point.
But again, if an Unknown with the cheerleader outfit tunnels someone with a pride flag but doesn't say anything transphobic in the post-game chat, how do you know they were being transphobic? Just because they tunneled? And should they get banned for that?
Now, what if you're using the cheerleader skin and the four survivors are a SWF of trans gamers who are streaming and are clearly trans? Should the Unknown be scared of tunneling because they could get flagged as transphobic?
My point is, the Unknown cosmetics are really cool, so a lot of people will use them. But calling someone transphobic for tunneling with them without them showing clear signs of transphobia is uncalled for. Let's just stick to banning people who actually display transphobic behaviour.
I run the Cheerleader outfit because I had enough shards to buy it and it looks really creepy. Sometimes I switch the head or weapon just to change the look a bit. I'm just finding out that I could've been called transphobic without even knowing if one of the survivors I killed/mori'd happened to be trans (which again, it's almost impossible to tell by charms alone because they're extremely small).
