Pulsar
Pulsar
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Comments
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621331#Comment_3621331
it actually is way better than nothing, bar fills up in situations where teammates contest both sides and killer has to shoo them both. i got to self unhook 2 or 3 times already like that and once got it 90% because a teammate didn't keep their distance. not to mention killers need to be more careful with camping and give more opportunities to rescuers than times where they could just kiss me on the hook.
I haven't seen it proc once, even when I thought it should've.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621269#Comment_3621269
Thats not the point, people keep calling it "anti-camp" almost like they're trying to convince themselves that its supposed to do more than it does. Call it useless or weak but at least use the correct name for it so as to not inflate expectations.
I didn't call it anything except ineffective at making the experience any better.
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I didn't really think Ormond needed changes.
It's already got deadzones, not sure what else they could add.
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Oh gee, the Killer has to stand 15 feet away now, surely that's enough distance for the Survivor to make it to the hook...right?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621114#Comment_3621114
His stealth activates fake footsteps around survivors, basically telling you to look around. The cooldown is 18 seconds, which is pretty punishing for a slow killer. That's a longer cooldown than Spirit's, even if she uses all her gauge. Spirit can also use hers to close the distance alot better.
Oh, his power activates all those fake sounds and visuals meant to throw Survivors off, of course.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621103#Comment_3621103
His TR trick is on a timer and is the SAME timer as his chase ability, and announces to the entire map when hes using it. It would work out as a weaker Ghostface.
I don't recall him going into stealth as being a map-wide trigger. I certainly didn't hear it.
Also, you say that as if it's not on a short cooldown lol.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621088#Comment_3621088
i hate how this is something that doesn't work vs top-tier loopers and only works vs worse players. the really good loopers use check spots and vantage spots while worse looper's just run into you as the killer.
Me on my way to check spot a small loop.
Me when I have bad eyes and can't strain to see a small doll with no redstain.
Sometimes I genuinely don't know why I bother anymore.
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@crogers271 said:
Isn't that kind of the point? Some killers should be easier or harder to see. I find it harder to track him at loops or when he is approaching a gen, but that just feels like the way it should be.
I don't think they should be completely unable to be tracked. The closest is Spirit, imo.
She used to just not give you a tell when she phased and that felt bad. Chucky feels the same to me. I don't know where he is at most loops, nor do I know where he is on most maps due to his small size and lack of color.
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@LordGlint said:
This is one of those things where his size is part of the balancing. He's the same speed as Spirit, but his power doesn't let him cover nearly as much distance. Would take too long to finish out a chase if he didn't have that stealth factor letting him get close.
He already has a stealth factor built into his power.
I don't think he needs both no vision and no TR.
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@MadameExotine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621084#Comment_3621084
That's a not an issue, I don't take it personally since we'll never get to play against each other. I usually leave the bot alone on d/cs and use the game as practice 😘
A wise attitude.
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@Rulebreaker said:
Were kinda confused. Are you talking about his color pallet? Size? What?
All of the above.
He's pretty earth-y colored, I'd say. Definitely his size.
Just general visibility. It doesn't feel like I'm getting outplayed half the time, it just feels like old Spirit "where the ######### is she" energy.
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You are exercising your right to play SM.
I am going to exercise my right to never play against SM again.
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How dare they promote playing the other side for a game or two
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I don't even know what DD is and it's already better than FNAF.
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Let him teleport to any gen and any alarm clock.
Make the channel shorter and make sure he faces the same way every time he TP's
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@[Deleted User] said:
It's certainly concerning. But I'd rather them take a swing and miss on something than leave something in a bad state. Of course, that doesn't apply to completely inexplicable changes like Hillbilly.
As boring as Freddy is now, OG Freddy would be even more reviled than release Skull Merchant in current DbD. Can you imagine a killer than can inflict a 50% action speed penalty on a 3 gen on top of perks like Pentimento+Dying Light+etc? Did they get the Freddy rework and subsequent nerfs wrong? Probably. But the attempt was logical.
Skull Merchant is self-explanatory. Is she interesting to play against? Not particularly. But it's better than hostage merchant was.
Onryo...is a weird one. I think this is a case of them maybe not being that proficient at DbD or not doing their due diligence in terms of thinking how the power would be optimized. Players predicted the problems with the reworked kit within hours of the PTB dropping. It was really obvious that the spam teleport playstyle was going to be a thing.
The fact that Dull Merchant even got to live is concerning.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620031#Comment_3620031
Why list "purposefully losing the game" in the first place if they DIDNT mean dying asap? What WOULD be meant by that statement?
Idk probably the same reason DC'ing is listed.
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Necessary? No, it is not.
Acceptable? So long as you can take what you dish out. So far as I'm concerned, tunneling is playing to win knowing you're gonna give, likely two, people an absolutely horrible experience. If you want to play like an ass to win, best be able to handle the consequences of that. Not condoning it, just saying be prepared.
I think it was more accepted because it was generally understood to be necessary. Ruin was the only good regression perk for a long while. Plus, there was a lot more you could do to discourage or stop tunneling without needing to rely on extreme coordination, which made people feel like they had more agency. Compared to now, there's not much you can do if a Killer decides they want you out in the first two minutes
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I hit 80K just a bit ago, nice way to cap off 2023 here.
Cheers to 2024
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It certainly wouldn't hurt.
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@Fairgame89 said:
The perk is strong doesn't need changing
Definitely isn't.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618945#Comment_3618945
As of right now, I have played DBD for 4,370 hours.
I do drop pallets.
What does "greed" mean? I'm not familiar with it in terms of the game.
hmmmmm
When did you START playing DBD?
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Unclear as of this time.
No Blight runs bad add-ons. It's hard to determine base strength without having any data.
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Corrupt, PR, Deadlock and NOED guarantee a 2K with zero effort and a 3-4K with minimal effort.
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Can't wait for three slowdowns and Corrupt!
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618553#Comment_3618553
Well, just like the old Muddy Splinter used to say:
"Avoid walking in the mud or The Hag will eat your bones."
In all seriousness though, things sure aren't looking good for me in this game. But nothing I can do about it except offer feedback here.
We are glad that you are back :)
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617996#Comment_3617996
I'm really happy with dbd.
Are you sure you aren't just seeing the complaints while ignoring a few hundred-thousand who are happily playing without saying a word?
I can't very well ignore them if they aren't speaking. I am only able to see feedback that is...you know, vocalized.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618096#Comment_3618096
ok how this just had a bad match 1k I chased two out the gate and I went to the other gate could find the other survivor looked till I found them standing over the hatch btw the egc timer was almost done when I found them the drop a flash bomb(didn't even blind me) and jumped in.
so why do survivors do that?
Same reasons Killers hit on hook or hump or shake their heads, I'd imagine.
It's simply poor sportsmanship.
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He has precious little counterplay, which ultimately boils down to
Are you at a high wall structure?
If yes, you live for a slightly longer amount of time but ultimately still die quickly due to his 4.6 m/s.
If no, you die quickly.
Also, you're getting camped lmao enjoy
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617716#Comment_3617716
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617741#Comment_3617741
Boring but it works also when you don't they find hatch first it always make noise and be toxic even tho they team lost.
I mean, I guess.
Didn't matter here tho
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I've not seen anyone really happy with DBD right now.
New players are having an extremely tough time.
Casual players aren't having a good time.
Experienced players are bored.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617778#Comment_3617778
Why the distance requirement though? I genuinely don't see why that would be necessary. The timer I understand and don't disagree with but do you really need both?
To prevent hovering
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617715#Comment_3617715
Seems reasonable. But I was mostly thinking about what would happen, if an invincible survivor followed the killer around to pallet or flashlight save their team mate with absolutely nothing the killer could do to avoid it. As long as they would be able to do any of that, you'd just punish killers all around for hooking, which in turn would lead to slugging becoming the go to strategy. Then we'd have the same discussion again with base kit Unbreakable.
Buffing flashlights is one thing (something I don't necessarily disagree with) but this is not the way to go.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617720#Comment_3617720
If it was that easy, don't you think we'd have more discussions about that? The truth is you can't just buff Trapper, Wraith, Clown and the likes to be on par with A tier killers without them becoming atrocious to play against. And I don't know about you but I kind of like playing survivor every once in a while and not feeling like I want to dc in the first 15 seconds as well as my killer queue times not being an hour long.
The idea is to close the gap between high and low tier killers as far as possible and then rebalance the game around that.
I suppose you could change the deactivation to downing another Survivor, though I might suggest a distance requirement for that, say, within 10 meters of the Survivor after 8 seconds of being unhooked. This should prevent a hook trade meaning easy tunnel but still punish people trying to abuse it
That fixes the flashlight interaction and the tailing issue you brought up.
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@Xyvielia said:
ughh, on the next episode of roll my eyes right through the back of my skull…
https://us.v-cdn.net/6030815/uploads/2NYHRPZPC3PO/img-9233.jpeg
Yun Jin receives a fitting new portrait😌
She was sporting one by the end of the match :)
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@NekoGamerX said:
next time slug for the 4k.
I'm Weskin tho :(
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617684#Comment_3617684
As long as there is only one at a time, they don't have collision, can't drop pallets or use flashlights during that time, I am fine with that suggestion. Also, this should have a max time limit. Otherwise you'd have 1 survivor that doesn't do anything and just waits for their guaranteed hatch escape.
We don't need an invincible survivor running after the killer and making it completely impossible for them to progress. Much less multiple survivors like that.
There can't be more than one due to the "other Survivor being hooked deactivates it" thing. Niche scenarios where multiple Survivors are hooked would be an issue. Put it on a 45 second timer? Plenty long enough to make tunneling inefficient but not long enough to be an issue, I think. I suppose you could add a condition for being killed as well, that would be wise. Difficult to balance the interactions with flashlights but honestly they could use a buff, just not sure that's the one I want to give them.
Disabled during EndGame, of course. No collision, dropping pallets or fast actions disable it. Anything that would disable BT or DS applies as well.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617494#Comment_3617494
Could you elaborate a bit further what you mean by "gutting"?
I am all for nerfing tunneling and camping and then pushing towards a more pleasant gameplay loop but I do not like the idea of completely removing them as it would remove agency over the killer's play style, which then makes the game more repetitive and predictable. I would like to see these strategies to be way more situational but still effective when done correctly.
For example: When 3 survivors run around their hooked team mate, then camping should be a valid strategy. Or when a survivor runs up to the killer, after they were recently unhooked, then the killer should be able to punish them.
Make them completely intangible until they perform a rushed or conspicuous action or until another Survivor is hooked.
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@Leatherbilly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617549#Comment_3617549
You're suggesting that we need to see if killers who are already exponentially worse than mid and top tier killers need help after you gut the most optimal killer playstyle?
Yes.
You are suggesting we buff Killers who are doing well based off of your feelings.
The stats show that Killers, as a whole, are doing just fine. We do not know what will happen if we change things significantly. Someone like Artist may need some minor changes whilst someone like Myers, well, might need much more.
You cannot buff Killers right now. They are doing well. You also cannot buff them without knowing what exactly will be done to them if you remove tunneling.
You are basing your argument off of completely anecdotal evidence.
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@Leatherbilly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617512#Comment_3617512
Yes but you don't nerf it without compensatory buffs.
You can't buff it until you know it needs buffs.
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@Leatherbilly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617504#Comment_3617504
As I said, I'd be more than happy with giga-nerfs to tunneling as soon as it isn't necessary for these lower tier killers to compete.
We won't know until we nerf it.
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@Leatherbilly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617499#Comment_3617499
I just wrote a huge essay on all of the reasons it actually is necessary as a low tier killer against equally skilled survivors.
Also, the gen kick meta was nuclear waste level of toxic.
It was also extremely strong and yet, we saw an extremely high amount of tunneling.
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@Leatherbilly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617494#Comment_3617494
I'd be fine with also gutting tunneling if it came with a buff that gives killers more time to play with when they don't tunnel.
I'm just saying that just gutting tunneling isn't the best solution because it'll leave a lot of killers with absolutely nothing to deal with gen times. If it weren't essential anymore, sure, get this toxic playstyle the Hell out of DBD.
Hardcore tunneling is not necessary.
You have plenty of viable gen regression. Hell, during the gen kick meta when the Killer didn't REMOTELY need to tunnel, we saw even more tunneling.
Stop framing this as if players need to tunnel, they do not. They naturally gravitate towards the easiest, most efficient and most effective strategy. Tunneling is extremely difficult to counter and works 99/100. That is why people tunnel.
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@Leatherbilly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617485#Comment_3617485
There isn't a better solution is the problem. If you just gut tunneling, many killers will just be completely unable to keep pace with gen times. You can't just increase gen times, as it'd hurt low elo more. One easy solution, like I mentioned, is a baseline painres effect for your first hook on each Survivor.
Like I said, I can get a kill in 9 hooks or in 3: which do you think people are going to pick? It's not a fun gameplay loop for either side to just get tunneled into Oblivion because killer has no other choice.
We should just gut tunneling and THEN apply a basekit effect.
Having a basekit effect whilst tunneling is still available as an option does absolutely zilch.
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I would like to see it removed, though not particularly for the reason you described.
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A reward for hooking a fresh Survivor does very little.
There is no way to make a mechanic like that both fair and strong enough to genuinely dissuade people from tunneling.
It is, ultimately, a nice idea but one I believe has little application. I commend you for the clear effort you put into this, and I certainly agree something must change, but I find myself disagreeing with near everything else.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617289#Comment_3617289
It’s to make it so trickster isn’t forced to chase or tunnel cause the reason they’re constantly unfun to verse is cause of the laceration meter. But with it removed he can choose his gameplay angle either Chase down or slow down.
The other guy suggested it you could have the remove blade option while running like Artist crows
....he's still going to tunnel because it's exceptionally easy right now.
You say that like it's somehow better than not tunneling and is an obvious choice. We know that isn't going to work.
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....seriously though, what would his power be at that point
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If hug tech Blight is to stay, his addons need to go. Speed shouldn't stack, Alc Ring deleted, C33 deleted etc etc
Wesker's hug is much less potent. I don't see it as an issue. Skinny Bert is more useful.
Oni's 180's are a little rough.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616327#Comment_3616327
When you play killer and you see a team struggling, do you pull back? Like let’s say you see a Meg working on a Gen, you get really close, she panics and blows the Gen then runs into a wall (accidentally) and her teammates are equally poor. You’ve got them all on death hook with 3-4 gens left. Would you pretend you didn’t see her and kick the Gen or just finish them off?
A year ago? no.
This last year? Yeah. New or bad players deserve to have fun matches too in a game increasingly dominated by sweat.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616042#Comment_3616042
You're the one complaining about and wanting to 'punish' Killers for using a valid strat and are unwilling to accept that removing a survivor from the match and making it 1v3 is one of the easiest way to start snowballing for a Killer.
Survivors control the flow of the match, not killers.
That is....literally exactly why I want to change it. It's easy, extremely effective and nearly impossible to counter.
Likewise, Killers control the flow. Everything is dependant on the Killer.