Pulsar
Pulsar
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I'd just like the game to run well, eventually.
It looks like a PS3 game and said PS3 game will still get more frames
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@Adaez said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630155#Comment_3630155
How can you even tell if a survivor is a 1% or 2% faster? You cant, and its noticeable when a survivor seems harder to catch up distance againts while they have nothing to make them faster.
That 1 or 2% is really enough to make a chase a lot longer than it should paired up with wallhack making the survivor know where to go and how to loop a killer never losing a 50/50. There is no way to know this and hackers abuse it because they cant be detected by the anticheat.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630130#Comment_3630130
This pretty much kills all the chase killers, basically the most fun part of the game is ruined by subtle cheaters.
Survivors having perfect predictions and doing gens faster and move a bit faster is noticeable but without a replay system catching cheaters is next to impossible without guessing.
I promise you it's probably not subtle cheaters.
And even if they are, who cares? There's nothing you can do about it, so there's no use getting worked up over it.
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There can be, but I generally don't worry about it.
There's no use tearing yourself up over it, you'll start seeing them everywhere.
I always assume they're just way better than me until proven otherwise, which can definitely happen.
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I don't think he should be Blight-lite. His power is EXTREMELY oppressive at all loops.
He's also extremely difficult to see and I often find myself straining to see him. Likewise, at a lot of loops, it feels less like I'm being outplayed and more like I genuinely can't see him, like old Spirit.
I like pretty much everything else.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629118#Comment_3629118
The concerns dropped because the popular concern was never really valid. People aren’t often doing 8+ regression events on the same generator, in normal gameplay.
The real concern should have involved what happens if survivors were literally trying to force 8 regression events, by repairing in short bursts and excessively hiding.
We have a major double standard, where it’s absolutely believable that killers would go through extreme lengths to win games, but most people think it’s super unbelievable that survivors would be willing to go through extreme lengths to win games.
Because a battle of attrition usually favors the Killer.
If Survivors are playing in that way, they'd need to be astronomically better than the Killer for it to be viable. That does happen, of course, and it certainly should be called out as an ######### move if you see it, but I don't see it much differently than I see a flashlight squad.
Annoying? Yep. Mean-spirited? Sure. Looking to exploit worse players? Yes. A huge issue in the grand scheme of things? No.
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Still JoJo :)
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/402650/12-minutes-of-everything-wrong-with-dbd
SBMM sucks the fun out of the game.
Wrong. SBMM prevents people like Choy, Hens or Otz from destroy new players with their high level gameplay, nothing more. This would be like a professional athlete complaining that they can not play an official game against an highschool team as playing with other teams of the league is "too sweaty". Also, no matter what system you would use to matchmaking, you won't stop people to play to win (or "sweaty" or "hardcore" or whatever buzzword you want to use) in a competitive PvP game.
Now, the way SBMM is implemented in DbD, now that's a point worth discussing. In other games, with proper brackets, ranks and mode, it would be nearly impossible for a new player to face a max ranked player unless they played in a mode where there is no SBMM (usually called "casual game" or "player game"). That's not what happens in DbD, as basically every player above average is in the same bracket when they reach 1600 MMR, meaning you can basically face someone with 20K hours played and 2200 MMR when you have 200 and just have entered the bracket.
That's the problem with DbD's SBMM, not SBMM itself.
It doesn't even do that half the time lol.
The amount of times I've played against sub-100 hour players is far too frequent for it to be working like that.
The best part is that I've gone from a team of combined hours of around 400 to playing against OhTofu and having a combined team hours close to 25K
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628266#Comment_3628266
then explain bloodlust mechanic in the game. This game has bloodlust 1, bloodlust 2 and bloodlust 3. each level of bloodlust supposedly increases likelihood for a survivor to get hit. The game is definitely designed around guaranteed hits for killers.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628469#Comment_3628469
every killer gets punished. the metric for how they get punished is chase time. The longer a chase is extended, the more likelihood there is for killer to lose in gen-time. even though trickster supposedly doesn't get punished for missing, if his chases are like 60 second long, that is still getting punished.
you can have nemesis who misses 1 whip and gets down in 30 seconds but nemesis who misses is still punished less then trickster because 30 second is lower chase time then trickster who had 60 second chase.
That's a MMR issue.
BL2 and 3 shouldn't exist.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628266#Comment_3628266
This is a slippery slope. If you give survivors counterplay in every situation (meaning killers can never guarantee hits), then you basically give them unlimited chances to make a right play and counter the killer. But it should be closer to "whoever plays better will have the upper hand in chase" with the scale leaning towards the killer because they have to go for multiple chases (sweet spot is about 10-12), if they want to win. A mistake should put you in a bad position.
Against many killers this is the case. But against others, the worst thing that's going to happen is that you need to leave the loop or drop the pallet sooner, which isn't really a huge detriment because you have so many resources to work with.
That being said, I do agree that there are some killers that really take away the back and forth of the chase. Trickster, Hag (different play style but still) and Slog Merchant come to mind. This isn't good either. It takes away the interactivity from the only part of the game that is actually interactive.
I'm inclined to agree with you that a killer that is primarily anti loop is not fine but then what is Huntress? Her power certainly counts as an anti loop and she doesn't have anything else either (arguably she has map pressure thanks to snipes but even in lower skill lobbies she is not an issue). Yet she is not usually considered a badly designed killer. The same goes for Nemesis and Bubba.
Because making a misplay with those Killers is PUNISHING.
You miss as Trickster? Nah, not an issue. Misplay as Knight? Meh. Artist? No biggie.
Nemesis is punished for missing his Tentacle hard. Huntress is punished for missing a hatchet. Bubba is punished for hitting objects. All of these things can be reasonably done by Survivors. You can dodge Nemi or Huntress or Bubba (maybe not Bubba but you get it)
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628412#Comment_3628412
Otherwise, I don't really care. There's not a single Boon worth going out of your way to snuff
So no matter how much the survivors benefit from the other Boons perks, you don't care
Correct.
All others are either inconsequential or a net negative for Survivors
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No.
Generally as a Killer, if people are obviously baiting you, the best thing you can do is not to fall for the bait.
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Becca :)
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If they specifically go down in a certain area, I snuff it because it's obviously Exponential.
If it's nearby, I'll snuff it.
Otherwise, I don't really care. There's not a single Boon worth going out of your way to snuff
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628322#Comment_3628322
Old Legion simply had no gameplay. You just waited when mechanic does work for you and survivor just can't do anything about it. You can't say it about any current killer.
Old SM wasn't a healthy design, but at least there was some gameplay against her. I can say, it was even entertaining show, when some comp SWF tried to outplay her strategically. She was called Chess Merchant for a reason.
And Chase Merchant never was a problem at all, just most boring variant of "leave a loop".
You could've said it about DM.
And likewise, presenting Survivors with a single option, holding W, is literally just as bad from an engagement standpoint.
Half the Killers are, "I either leave the loop die or stay in the loop and die."
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628263#Comment_3628263
Skill expression in extending chase as much as you can and it's still a thing, like it always was. Even with these killers with "guaranteed hits" you can prolong chase, especially if killer is bad.
Bad Knights are almost always M1 and shut down loop with guards at his best, you just run to next loop as soon as you see the animation.
Dull Merchant pretty much the same, but i agree there is not so much skill in her anti-loop. There is more in her macro plays and map pressure.
Bad Artist will never land a hit with bird against good player. Almost every Artist i went against are also mostly m1 and sometimes use their crow just to deny pallet. If you get i hit from Artist like this, it's only on you.
Even with Nurse, which probably best example of "guaranteed hits" killer, it works the same. If player is bad, he never will land a hit against good survivor. And if both are good, survivor should prolong chase as long as he can.
-> What's wrong with it?
-> Because it's video game
Very reasonable.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628266#Comment_3628266
Same to you.
So then it can be inferred that you think Old Legion and Old Dull Merchant were healthy designs
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@fussy said:
are designed for not only anti loop but basically guaranteed hits over timeAnd? What's wrong with it? You should get hits in the game where killer should give hits. I know many players expect to run killer 5 gens by predropping and tbing in every pallet, but fortunately it's not DBD years 2016-2019.
Balance of the game is built around a 45-second chase, but for some reason some players are sure that they should be able to prolong the chase as long as they want, as long as there are resources on the map.
No.
A Killer should not be guaranteed a hit on a Survivor no matter their skill difference.
It lacks any meaningful counterplay and is EXACTLY why old Legion was so ass. Was he going to win? No. Was he going to chase and down people with nothing they could possibly do about it? Yes.
Having anti-loop is fine. Being an anti-loop Killer primarily is not fine.
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All the more reason to hide them.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627785#Comment_3627785
Debating that person seems like a waste of time.
I stopped debating them a while back.
Mostly now I'm out to make sure everyone else sees how ridiculous their argument is and is hopefully dissuaded from making a similar one.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627678#Comment_3627678
Quote me where I said "you suck" ?
Right now I actually play more survivor than Killer, bcs it is way more relaxing.
Thats why I said, most of the Survivor Mains are bad bcs they have bad decisionmaking. They dont understand killer mechanics, they dont know maps/tiles/spawns/timers, etc.
You see it all the time.
Nobody is perfect and nobody is playing very well all the time. But the amount of bad decisions made by survivors blamed on killers if you watch replays/streams etc. is astounding!
Isnt it curious how everyone gets camped, tunneled and 3 genned at the same time in nearly every game so that the devs need to adress this?
Funny that most of the time ppl accuse me or other killers of tunneling and I rewatch the gameplay, they were just running into the killer or being easy targets. Same with 3 gens aside from past eruption meta. Most of the 3 gens were made by Survs not thinking about which gens to do when.
But yeah, Killers are not allowed to defend gens, so they chase, they are not allowed to tunnel. And dont camp so they dont hook, but then they slug which is also toxic!
"You just obviously dont play against survs that know what they are doing"
"You just obviously dont play against good Survivors since you don't know what you're doing."
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627535#Comment_3627535
....mate he literally just said to take a chase...
If you think taking a chase is getting good, we may have found out why there a 4 Survivors left on a full map.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627246#Comment_3627246
I did not say they need to be gods.
Nor did I say you are not a good killer.
Stop using ad hominem to create a false narrative.
You just obviously dont play against survs that know what they are doing and dont goof around.
If the devs REALLY understood their game, explain how maps like garden of joy with its main building can exist even AFTER a re visit for balancing?
How can Haddonfield main spawn with 2-3 windows and at least one god pallet next to it?
How can a TL tile, a jungle gym and shack spawn right next to each other?
If the devs are not die hard surv mains, or, at least, favour survivors more, how did survs get a HUD update that precisely tells everyone what their team is doing while kllers like onryo, plague, etc have to guess how far their power is stacked? Why do killers still have to count hooks?
Why is their accessibility options like visual TR and killers have none of that? No visual Sound cues, nothing...
Dont get me started on hexes that havent been touched and are basically useless if they spawn infront of survs. Scourge Hooks exclusively spawning in one area of the game, etc.
Survs "issues" always have higher priority than killers. FOV slider is the first thin Killers got across the board since the big shakeup in 2022.
I get it, the majority of the Playerbase exclusively plays survivor. And thats why they dont understand most of the game mechanics. Killer is way less forgiving than survivor and requires much more knowledge, coordination and skill overall!
Sometimes, I do wonder if some people aren't real.
"Stop ad hominem attacks"
"You just suck lmao"
Closing the gap between Solo Q and SWF is not favoring Survivors. I think it's very very obvious at this point that both of us play exclusively Killer, but one of us hasn't reached the point where we can stop demonizing the other side.
You'll get there, in time.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626928#Comment_3626928
you saw some of the devs play?
Some of them streamed, some of them played publicly.
Google it!
This forum is the survivor echo chamber.
Not admitting the last patches have been overwhelmingly survsided and most of the maps, even after "rebalancing" are completely in survivors favour, is absolute ignorance.
You may be a killer main, but you obviously dont play against good survivors regularly.
Everyone and their aunt can win against 200hrs survivors with perkless/addonless trapper...
Oh?
So you play comp, I presume? Since you're resorting to the tried and true, "You're just obviously so bad at the game" thing, I assume you must be in a position to cast such judgment.
A couple people here have seen me play Killer. They know.
The Forum is honestly pretty Killer-sided, as is Reddit. Twitter and TikTok are very Survivor-sided.
Ooo, how dare the Devs not be gods at their own game!!!! God forbid they, gasp, don't want to play the game after spending 8 hours working on it.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626843#Comment_3626843
Oh we shall buff survivors now according to how often they DC?
Are you even reading what you are typing?
You wanns give in fully to the entitlement?
Everything survs cry about shall be buffed for them?
You really just dont understand how balancing works. You dont want a balanced game, you want an easy one!
I'd actually rather have a more difficult game as Killer, since that's almost exclusively what I play.
I am not saying to count DC's into balance, but it's important to be able to understand the genuine state of the game. It is HIGHLY probable that, counting DC's, the Kill Rate was near 70% which is extremely high. Whilst I do not think that should factor into balance, it is important as to understanding why people feel the way they do about the game.
I actually said we should buff Nurse to be easier to play, if you would read what I'm typing.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626848#Comment_3626848
They proved it multiple times that they dont fully understand the core mechanics of their game.
And at least, that most of them are die hard survivor mains.
And there it is.
"Anyone who does or says anything I don't like is a diehard Survivor main!!!!"
At least we've gotten to the crux of the matter.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626501#Comment_3626501
Which data?
You mean the data that shows 60% killrates including self offing on hook?
You mean the data that shows nurse had a below targeted killrate?
You cannot take data just if it suits you. If you take dara serious and think killers are overall to strong bcs they sit at 60% killrate, we need massive nurse buffs to accomodate for that!
Yes, I do think we should buff Nurse to be easier to play and to be more accessible.
Those stats also didn't include DC's which raise the effective Kill Rate. In reality, the Kill Rate is likely closer to 70%.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626138#Comment_3626138
So killers should just inevitably lose against decent players? Just so average to low skill survivors can win against good killers?
That, once again, isn't represented in any data.
This isn't 2018. Killers aren't a weak role like you seem to be insinuating.
I highly doubt we'll see significant changes from this once Killers are given time to adjust. Although, I suppose there is a chance that the Gen Kick Meta is too deeply ingrained now.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626138#Comment_3626138
On the flipside, if you nerf that, then you have survivors who are too strong for the average killers to deal with effectively. This is a 2 way road. Killer players are just as legitimate of a player that survivors are.
I do not see that represented in any data.
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@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626454#Comment_3626454
Unless after 4 Gens, all 4 are healthy and no one on death hook, pallets are still many because they run so well, not even using Medkit yet…at that point, why killers think they should have a chance to win after getting beaten that hard?
Because the game isn’t over yet! What kind of question is that?
I think a better wording is why should they have a FAIR chance to win, since most of these arguments are based off of fairness.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625576#Comment_3625576
so you also just have "git gud" to say... then say nothing, it's worth more
I didn't say to get good, I said to take a chase.
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Can't wait for the, "Force people to try" posts!
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@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625995#Comment_3625995
I really dislike this logic. Apparently the only “real” high MMR killers play with bad/no perks because of this arbitrary “crutch” definition.
Would it be fair to talk about how many survivors have “boosted themselves to high MMR” with “4 crutch second chance perks”? I never see that brought up, but the inverse is so common in so many threads. “These killers are in an MMR they shouldn’t be in because [crutch perks/camping/tunneling/slugging/3-genning/playing nurse/playing blight/anything else survivors don’t like].” It’s condescending and insulting.
What perks are killers allowed to use and not be boosted?
I can't even think of any overpowered second chance perks in the game at the moment.
Maybe FTP Buckle Up but that relies on teammates.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626078#Comment_3626078
4 Crutch perks from them
4 crutch perks of survivor 2
4 crutch perks of survivor 3
4 crutch perks of survivor 4
Basekit BT plus haste
Anti face camp + hook grab removal
Literally uncounterable perks like buckle up + ftp
Unbalanced maps with infinites and god loops/pallets
The problem isnt killers being to strong.
The problem is 90% of survivors are literal idiots that dont understand general game mechanics but still insist that they win however they want to play!
Show me these players.
Killers have strategies that are too strong for the average player to deal with effectively. That should be addressed.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625780#Comment_3625780
It works every time for me tho... but its still a free escape if my team know what they are doing, and the do (in most cases).
They split, so if the killer push one out, the other one unhooks me and we go for the safe exit. So there is really no choice for the killer than to camp the hook im on, and that goes as i previously explained. Im sure you already know this too.
Yeah, it's called they hook trade against any competent Killer.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622935#Comment_3622935
If the survivor is hooked somewhat near an open exit gate, its a free escape... nothing the killer can do about it.
- I always tell my team to open the exit gate before unhooking me for that same reason.
So, not only do you have multiple Survivors alive at the endgame but you also hooked near a gate and aren't pressuring them out.
Sounds like a cacophony of errors that shouldn't be rewarded.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625357#Comment_3625357
not if they wanna pressure the gens.
in this scenario the survivors are leaving very early. so it's a cross map chase. which will lose you the game unless they don't finish the gen and open the gates for some reason...
how often do you take those?
I'm using a hypothetical. yes. that's what a thought experiment is. is the scenario impossible?
I say the scenario is extremely easy to replicate if the survivors chose to. do you disagree?
THIS IS THE TOPIC!!!
It seems like if survivors 3-gen themselves, it's no big deal anymore since they can just play it slow and defensive and burn through the killer's kicks.
This is exactly what many were worried about, as survivors 3-genning themselves and the killer capitalising on it was seen as fair. Now survivors can just do whatever gens they want and don't need to worry.
literally, in the op
so? because it's a dev I have to answer some specific way? that is just silly. I talk to a dev like I would anyone else.
not of favoritism, of ignoring the main issue and focusing on tangents.
but feel free to point out where I said they are saying one isn't an issue. because I'm just bringing focus to it instead of the tangent we were wasting time in.
and I answered the question asked. even if the question was utterly meaningless.
A 4v1 at 1 gen is a loss in any patch and it should be massively against the Killer; just like a 2v1 at 3 gens is massively against the Survivors.
If it's a 3v1, take a chase. You can probably get two if you play the unhook correctly.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625504#Comment_3625504
Not an insult, just stating a fact that BGP isn't an issue at low/mid tier. At high tier, survivors can be unstoppable with it if the person going down avoids walls. It's okay to not be at high mmr at the game. That's literally what they balance the game around (not high mmr) (well, at least they try to, lol). Getting an onslaught of 4 man p100s, it gets exhausting where you just see superman flying around the map at 200% speed when you pick anyone up XD
Unlike other people, I don't presume to know what my MMR is. I don't try to brag about a meaningless number, but I do take offense to someone insulting my skill level and insinuating I'm not good enough to know what I'm talking about.
I haven't been hit by BGP. I don't see it as an issue except in mid-MMR where players think they're facing high-MMR deathsquads constantly.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625355#Comment_3625355
You'd think that, but 2 people slamming out gens and you never getting hooks is certainly not a win. Not sure who you are watching, but I see upper echelon players hit by background player all the time and it's almost always a visible frustrated look because they know it was entirely unavoidable.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625364#Comment_3625364
Game sense can't predict someone is half a map away and will suddenly zip into your face the moment you pick up. As for walls, I already said that walls are the only counter, but survivors going down at a wall or not is entirely in their control. Higher mmr, all survivors have to do is if they feel they sre going down, go down at a pallet or run out in the open and get downed. 100% guaranteed to be saved if their teammates had BGP.
If you two are never seeing this situation, then yall are at an MMR level that's not relevant to what I'm talking about. Granted, the game is balanced around average players, so there is that, and average survivors don't utilize BGP or think to go down out in the open or at a pallet. If yall are talking about average players, then yes, you two absolutely have a point. I'm not talking about average players, however.
I'm gonna be honest, I'm winning 99/100 games.
Background Player is fun, good certainly, but it's not even remotely uncounterable lol.
I think the skill issue is rather the other way around. If players are having an issue with it, it's likely they're making mistakes against better players.
I appreciate the insult to my skill though, very classy.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624438#Comment_3624438
Get unhooked-> use the intangible status to disarm the entire killers setup as it is not a conspicuous action-> watch them be able to do nothing-> profit.
That change will literally kill hag, skullmerchant, sadako, demogorgon (not that much, shred is the real power), singularity, trapper, freddy to an extend( altho he is already dead), and xeno also to an extend.
So add interacting with Killer Items as a Conspicuous Action.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625355#Comment_3625355
I’m an ok killer (main Dredge and Singularity) and I’ve never been hit with BGP either. Lol.
And why do you think that is?
Just so our other friends here might get an idea
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625231#Comment_3625231
but who cares about the number of mistakes? how does any number matter here?
it's not relevant.
ultimately, wins who commits the least amount of mistakes (in theory). the number does not matter. and we are by default talking about a match that lasts a long time, so mistakes will happen.
answer these questions: the game reached a state where a 3 gen exists but had nothing to do with the killer planning for it or trying to get it.
the survivors decide to push the gens slowly because they know eventually the killer won't be able to regress the gens. so they know they will win the battle of attrition by playing safe.
is this not basically the same as a 3 gen killer? extending the game way beyond what was intented and only getting progress done when absolutely safe to do so?
why is one an issue that gets a mechanic in game to fight it, but the other not even acknowledged as an issue?
what's worse is that there's a very simple solution to this, it would work alongside the 3 gen solution and neither side would be able to extend the game in such a way... in fact, it would be a detriment. but I guess you rather count mistakes instead.
....you realize that it's entirely within the Killers power to idk, chase someone, right?
You are using a hypothetical niche scenario in a deliberate attempt to de-rail the topic. You've responded to a Dev and have somehow managed to not answer any questions and only throw out accusations of favoritism.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625312#Comment_3625312
Background player essentially guarantees a save if it is off cooldown unless the survivor goes down next to a wall (entirely in their control). On most maps, background player let's you literally cross half of the entire map in 5 seconds making it impossible for a killer to know where they possibly could be. Even if the killer did, the only option would be to slug. Every pallet is unsafe for pickup with the background player buff, as is any survivor going down not near a wall.
Funny how I haven't seen good Killers get hit by Background Player.
Heck, I'm rusty as ######### and I haven't gotten hit with it.
Besides, you'll never guess what that means. Oh yeah, it means that someone is tailing you and not doing gens. That's a W in my book.
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Not many.
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@Sometimes_Sage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625231#Comment_3625231
So a downed Survivor getting saved is a failure of the Killer that deserves them to lose the game, (because a save is always preventable - yeah), but if Survivors build a 3gen by going for the savest gens first, they deserve to have their game saved by a mechanic, that was allegedly designed to only activates against Killers who play for a 3gen from the start?
A save is 99% of the time, preventable, yes.
Yes, a downed Survivor getting saved is usually the Killers fault.
Eight damage states is a LOT. That's TWENTY-FOUR DIFFERENT REGRESSION EVENTS SPREAD ACROSS THREE GENS.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624769#Comment_3624769
A down doesn't mean a hook.
If you are routinely losing hooks because of saves, that's entirely on you.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625174#Comment_3625174
I do not mean anything malicious by asking, I am genuinely trying to get a better understanding of what the different expectations are. In the same way different people set a different bar for what they consider a win, something like this (how many mistakes you can make and still expect to come out on top) is also highly subjective.
The reason why I ask is because many people would consider losing a down to a save to be a very crucial mistake that can kill your momentum and heavily influence the rest of the match. These things do happen, you won't always expect someone to be hiding around the corner ready to drop the pallet or go for a flashlight save. But if someone is losing the majority of their downs to saves, you have to question how much of a role those mistakes played in their loss. This is the part that I would like a better understanding of. How many major mistakes should someone reasonably expect to make and still expect to recover from?
We try to make mechanics like these account for ordinary circumstances, but in order to do that, we need to establish what is those ordinary circumstances are.
You can't reasonably expect to recover from multiple saves.
That is critical levels of error.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624514#Comment_3624514
I do not think survivor running to killer for flashlight/pallet save with the speed of Blight is balanced.
Oh yes, I'd much rather they sit on gens.
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@GeneralV said:
Because none of them will ever be as effective as Decisive Strike was.
It wasn't DS.
I think this is a case of "if we remove overheat from billy, he'll be good again." He won't.
Even if DS went back to 5 seconds with no timer, it wouldn't be a deterrent. Maps aren't the same, items aren't the same, movement is different, perks are different, players skill is higher, the game more competitive etc etc
It wouldn't hurt, but DS isn't why there was less tunneling. It is merely a small piece of a larger system.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624547#Comment_3624547
Well the inability to take a survivor out of the game is a massive change for someone just to hand wave it makes me think they don't have it well thought out so ill pass
It sounds like you want me to simply say what I FEEL needs to happen.
No, I am not going to make a massive change and then GUESS what Killers should be buffed. I'm going to base it off of hard evidence, which currently says that Killers are fine. Will they be fine after? I don't know and neither do you.
I didn't "hand wave" anything, you just didn't like that answer. If you found my answer unsatisfactory or had other questions, you should've spoken.
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Why?
Are you just against fixing tunneling? Or that change, for some reason?
You don't need broad Killer buffs. It's been a while, but the last stats we have say that Killers are doing absolutely fine, even at high MMR. This change is certainly a nerf, but not something that requires every Killer be, "massively buffed" across the board.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624438#Comment_3624438
I mean thats just a massive buff to the survivor gameplay loop since they never have to protect unhooked survivors, what would you do to balance that out
Nothing immediately. Obviously that would also be disabled after the gens are done as well.
Ideally, we'd adjust Killers on an individual basis. Killers like Nurse or Blight don't need anything to compensate for that loss, honestly nobody Huntress-level or above does.
I'm actually not sure how much it would affect things on a Kill Rate basis. You can still force hook trades, which nullifies it and regression is still extremely strong.