RaSavage42
RaSavage42
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- RaSavage42
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It seems like it's attached to the Freddie changes
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Maps are still an issue... but that being said it's still more on the non mobile Killers then the mobile Killers
But one reason why is the fact that Survivors can sabotage hooks... they may not be permanent but still
High skill Killers know to spread hooks but High skill Survivors know which hooks to "get rid of"
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The aura removal was a buff (IMO)
And the speed buffs and Add-on rework are buffs as well
As I see it they break Killers before they build them back up
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We must realize that losing 1-2 Gens is understandable and isn't game breaking
But Killer players can't stand losing any Gens and Survivor players don't want to get hooked
So perks have become "Meta" for reasons... and mobile Killers have become "Meta"... leading to the stalemate we see
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Gen times on both sides
Killers: it feels to fast to get meaningful chases and hooks
Survivor: it feels to slow to get any Gens done
90 seconds is 90 seconds but then adding in distance and which Gens "have" to be done... plus whatever perks are in play
Maps for both sides
Killers: either to narrow for some Killers or to wide for others
Survivors: either to narrow to get any progress on Gens or to wide where no matter what happens at least 2-3 Gens will be done but at the cost of a teammate or 2
Tunneling for both sides
Killers: some of us don't want to Tunnnel so we chase and down Survivors whom we haven't hooked yet then get flamed in end game chat or in messages that we Tunneled
Survivors: actually getting Tunneled out of the match at 5 Gens is distasteful to say the least
"Meta" Perks
Killers: which Perks can we run to have an easy match or which Perks to avoid so we don't get called "Meta slaves"
Survivors: Same as Killers
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Just do Gens and leave... that's the end all be all
If you don't like something then do your Objective and leave so you can queue up for another match... or take the death and move on
Sorry if that comes off as insensitive but rather then staying in the match not liking it just leave when you have an opportunity to if it's by exit gates,hatch or death
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853777#Comment_3853777
The Unknown is a way better fit for the Old DBD than modern DBD, now that I think about it. He would have worked well with the old horror atmosphere.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853881#Comment_3853881
Ah, I know the feeling, my friend!
I cannot imagine a DBD without Freddy, it is simply not possible.
See... that's what I'm talking about
So for me flipping the releases of Killer would've helped more then hurt
Or releasing similar mechanics... like Hexes and Boons being released at the same time
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@DancewithmeKate said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853781#Comment_3853781
For what actually? Killers are already winning majority of matches. Do we want to make them even more stronger?
No... all I'm saying is that finding a balance between the progression and regression
Cause at times the progression is a bit much and at other times the regression is a bit much
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In order to stop tunneling we have realize why Killers do it (from a gameplay perspective and not the mindset perspective)
For one thing they might believe that the Gens are being done faster then usual... so they decide to focus on one Survivor
Maybe they get 1 or 2 chases done (Survivor is hooked) then realize that 3-5 Gens are done so why waste time in chasing another Survivor
Maybe they have a harder time finding Survivors in the first place…
Yes Tunneling is a thing in the game but spending time finding and hooking all 4 Survivors once before even thinking of getting one Survivor into 2nd stage seems to be a lost art... but I digress
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There's multiple things I will try to say...
- 90 seconds per Gen sounds good on paper but experience has taught us that we fall on one side that says that it's to long and the other saying that it's too long... we need to truly figure out the base stats and go from there
- Gen speed up perks and Toolboxes VS Gen Slowdow both have to be looked at with a fine tooth comb cause it's an open wound at this point
It's more about the community (and the Devs) coming together to find common ground on this topic
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Maybe instead of getting Nurse first we could have gotten Knight or Unknown... how different would the game be if that were the case
Or maybe starting the Licensed Killers with Ghostface instead of Micky
Or maybe realizing that adding in all of the different mechanics into the game in the state it was in wasn't a good thing
IDK if that helps but that's just my thought process when you're question came up
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Honestly you won't learn by "winning" as much as using the Killers power
If you get a 4K with Nurse it hits different then Oni or Pig
I main Pig so I have developed a mindset that makes her a harder Killer to learn then most but that's just me
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@akaTheBARON said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852199#Comment_3852199
I will try to keep this in mind. Quality of wins matter. Like if I play doctor or legion and get 3-4 DCs I may not even count it. But I'm not trying to M1 as a crutch.
For me going in Perkless does help in discovering what you need to improve on and what sort of add-ons you'll use and the perks to help you play... but getting the basics down first is a must
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@Xxjwaynexx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852199#Comment_3852199
This right here. Im a nurse (1k hours), Freddy(400 hours) and huntress(2k hours) main I also only play perkless not to flex but to make sure all I can rely on is the killers power and my skill.
Freddy for me is my M1 back to the basics killer he forces you to learn mind games and run loops to a perfection to win consistently. Once you master a weak M1 killer (I would chose ghost face, Freddy, or base kit Myers) you'll be able to consistently win with most M1 regardless of power. Id say 15-30 matches to have a solid foundation on most M1 affairs.
Nurse is a bit of a misleading killer, as starting out she's as easier and youll win most after the initial couple of loses, but as you rack up wins you get better and better survivors it'll take about 30-50 wins to hit a decent mmr with her where your wins will start to thin out but then you'll hit a point after that where you'll go back to winning unless you make too many mistakes or the survivors are just better. How you perform with her power will vary some pick her up easy and it's quick while others never really get her power down fully. With nurse it isn't about the wins as much as it's about acquiring the muscle memory for her blinks once you learn that you'll having everything you need. I would advise against plaid flannel though just a personal hatred really.
Huntress is a killer that wins literally do not matter at all with her. Your goal with her is to hit as many hatchets in a match as possible and the better you get with that the more wins you get by default. Never stop throwing hatchets try to M1 as little as possible. Huntress may be an intermediate killer but her skill ceiling is almost limitless, with all the trick shots you can learn for each map on top of mastering orbtials, as double taps and even triple taps she's a beast. I would say anywhere from 30-40 matches would get you there.
As for the rest of the roster I feel like personally learning billy and his collisions will help with blight a bit, learning trapper will help with hag, learning huntress will help with slinger as far as center of screen goes slinger has a significantly smaller hitbox though. Learning demo shreds will help with wesky. Learning nemmy will help with xeno. Plague is in her own league just use your learned M1 skills and puke on everything, strategize your corruption. Pin head skully and unknown Chucky I'm sorry I have no help. Drac, hound master, pyramid head, spirit, and dredge all have unique abilities that you'll have to spend a bit of time with. Id say around 25 with upwards of 50 for some of these killers would suffice if your just wanting to be proficient.
I'm sure I've missed plenty of killers haven't had my coffee yet but this is all I got lol.
Thanks for the positive comment 😀 👍 😊
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852274#Comment_3852274
Good answer.
I am not really a fan of the RE chapters, but 2019 DBD (before Freddy's rework) was PEAK. You really can't go wrong with it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852286#Comment_3852286
Hahahaha, that is what I expected, my friend.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852241#Comment_3852241
Fair enough, that was a good addition to the game. I can see the appeal.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852221#Comment_3852221
Now that I think about it, you would have the chance of seeing the sheer strength of Endgame Pig in action!
You would have loved it, I'm certain of it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852192#Comment_3852192
Which killer, friend?
All of them?
Yes all of them... Though I don't play much of Freddie, Bubba and the newer ones (I don't have the money nor time to play)
The grind to get all of the Killers to P3 is mind numbing to me... and people will complain about anything
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Maps have a lot to do with with it
Also Killer/Playstyle comes to bearing
Using The Offering for basement spawn
There's a lot to mention
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Oh true…I didn't think about that
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"Wins" don't matter as much it's more about how much did you use the Power VS. How much didn't you use the Power
Like Nurse VS. Freddie... you'll learn more based on how much you used their Power VS. not using their Power
Or not using the Killers Power at all in a 4K but getting a 0K while using their Power
There is a difference
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Were you around when COB and Eruption were a thing??? Or when Ruin reached it's peak in use
On one hand yes I do understand why you made this post but on the other have you played Survivor without any of the Perks that you deem "OP"???
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The Killers... but that's obvious
The HUD changes to Survivor
Some of the Perk ideas... like Boons when the Hag was released for one
Higher though process when it comes to balancing (just going to throw that out there)
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It mostly burnout... that said there's a lot more to it then general burnout
Killer burnout: Survivors that play against a specific Killer more then 5 times in 1 session have all of the reason
Killer playstyle/perks: also playing against the same playstyle is just as draining
Maps: for me specifically this would be a reason for a lot of burnout... playing on the same Map more then 5 times
Player(s) mindstate: after playing a game for as long as some of us start to see any pattern in any of those^^^ points will cause us to DC at the drop of a hat
But as far as I can think/remember your threoy does hold up... us as player get comfortable with certain things
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They shot themselves in the foot with SWF and they can't do much... just saying
There's a lot of issues that compound into it...
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IMO Hexes should've been "special" to begin with.... to a degree
Also saying to not go the "better totem spots" is a bit much... there are some spots that are out in the open
But if they do make all Hexes "special" then what changes would happen... and would they be useful or no
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I guess it depends on the order in which the Killers they add...
But I have a feeling that the non licensed Killers will be added in first
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2 Mechanics (toolboxes or Maps)
2 Medics (Medkits)
4 Runners (Flashlights or Keys)
1 Chaser
1 Spotter/ Proxy Camper (rather it be Gens or hooks)
Seems that perks are going to be split into premades it wouldn't make sense to
Since it's going to be the first 5 Killers: Trapper, Wraith, Hillbilly, Nurse and Huntress It would be up to whomever you play... PC gamers and Console gamers will each have their own style of play and preferences
But that would be my best guess
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Better coding
More thought into perks
More thought into add-ons
More thought into base gameplay
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Regression being laughable...
The difference between Gen times and Gen speeds...
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750858#Comment_3750858
https://us.v-cdn.net/6030815/uploads/0MR0YJ440DM7/image.png
Just a visual about 1min timeline between Dwight & Jake.
The funny part is, though it requires the same effort from killer, the progression on their Gens are greatly difference,
If killers want to get more benefit on Gen kicking, make survivor busy like Dwight. Killers can not go forth and back just kicking Gens and expect the regression completely reset the long progress.
Fair enough... but just a small nitpick
.25 charges per second so any regression is minimal it's the 5% and gaining that back does take time
So IMO getting rid of the 5% on kicks and adjusting base kit regression (.25 charges per second)
And maybe changing the repairing a regressing Gen to a base of 1 second of repair
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Pig
Surveillance- so I can hear a Gen being repaired and if I kick a Gen it'll turn white as it's losing progress and turn yellow when a Survivor starts repairing the Gen
Thrilling Tremors- picking up a Survivor blocks all Gens that aren't being repaired
Corrupt- start the trial with 3 farthest Gen block for 120 seconds or until I down my first Survivor
Whispers- active once I am within 32M of a Survivor
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Reworking Deep Wounds would be what I'd do
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And it's not like Ruin is basekit either so the 20 seconds Jake was repairing isn't being regressed
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738951#Comment_3738951
When people mention about progressing speed and regressing speed. Survivors make 1 charge/sec, while killers make 0.25 charge/sec.
Everyone forgetting that survivors have to sit there for 40sec to progress 40 charges. Killers dont sit on Gen 40sec to regress 10 charges, but instant.
There is also multiplying in time. If Dwight goes back to a Gen 20sec later than Jake, most of the time people think "Dwight only need to work on Gen 5sec more than Jake because of 0.25c/s regression. But they never think about those 20sec lose that Dwight was busy on something else and not able to work on Gen. Given the same time stamp, Jake progress 25sec of Gen more than Dwight, not 5sec.
Also what if that Dwight finished another Gen while the Jake was repairing that Gen
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The 5% is only 4.5 charges
Pop does 20% of Current progression (so it matters more onhow much progress the Gen has)
SH:PR is 18 charges on the most progressed Gen (and there's only 4 times that can Happen max... but I do see the problem with it)
If the Killer is able to get PR and Pop on the same Gen the that's on the Survivors not the Killer
2 separate Gen regression actions can't happen on the same Gen
I'm not trying to make excuses but trying to gauge the base kit for the game at this point... as if there needs changes for it
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@appleas said:
Making endgame much more viable while nerfing gen regression and progression perks would give choices to Killer playstyle. If endgame becomes more viable to play in, Killers would be encouraged to pick more endgame perks instead of stacking gen slowdown.
There are more perks related to gens in some way than Endgame, is it any surprise why people are stacking slowdown?
But then we would see more complaints on NOED, No Way Out, Remember Me and Hope
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738951#Comment_3738951
When people mention about progressing speed and regressing speed. Survivors make 1 charge/sec, while killers make 0.25 charge/sec.
Everyone forgetting that survivors have to sit there for 40sec to progress 40 charges. Killers dont sit on Gen 40sec to regress 10 charges, but instant.
There is also multiplying in time. If Dwight goes back to a Gen 20sec later than Jake, most of the time people think "Dwight only need to work on Gen 5sec more than Jake because of 0.25c/s regression. But they never think about those 20sec lose that Dwight was busy on something else and not able to work on Gen. Given the same time stamp, Jake progress 25sec of Gen more than Dwight, not 5sec.
I get that but I would've preferred if they didn't add that 5% instant regression and changed the .25 regression instead
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So….. Gens are 90 charges
Survivors repair Gens at 1.0-2.2 charges per second…. so 45-90 seconds
Killers regress Gens at .25 charges per second…. so 360 seconds
then add in perks and Toolboxes and speeds are eye opening…. pros and cons to it
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Ok so if we are talking about the base game…
5 Gens at 90 charges each (placements are RNG
Killer has to hit each Survivor 2 times to down them
3 Hooks to Kill a Survivor
Survivors can heal and Killers can kick Gens
SO the gauge of a match is Gens…. IF I get a 4K with 4 Gens done that was a close match but if I get a 0K with 5 Gens done that was a stomp and same when I get a 4K with 0-1 Gens done
Gens have to be achievable for the sake of the Game but Gen speeds are up in the air for both progression and regression… them taking 45-90 seconds to complete a Gen and 180-360 seconds to regress a Gen (give or take for both of those numbers
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737936#Comment_3737936
Pig seal of approval 🐽
Edit: the rusty attachements I don't really get. Does the trap take longer to trigger for a healing debuff? That would be a pretty bad addon.
I got ahead of myself…. Yea the RBT can be sabo'd but will take 16 seconds and 4 skillchecks to complete but if interrupted the RBT will go off killing the Survivor
So it'll allow Survivors to have another way out but comes at the cost of time and if complete then they will be in Deep Wounds at the end of the death timer not delaying it entirely… sorry for the misinformation
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NO…
That's the biggest catch 22
120 charges per Gen would be a nightmare for Survivors… and even if it took that long Killers would still kick Gens
Killers then would bring other perks thus creating another "meta"
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I run:
Surveillance- 8M more of sound of Gen repairs
Oppression- up to 3 Gens would be regressing and the one kicked… but looking for another perk
Corrupt- allows for me to find Survivors before Gens are done (doesn't work that much so I am looking for something else)
Whispers- Tells me if I am within 32M of a Survivor(s)
So I don't know what the "meta" would be… but i have found mine (for the most part)
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Killer: Pig
Utility Blades: Applies Hemorrhage until the RBT is removed
New Effect: Survivors can't heal fully while they have an RBT (90% at most and cannot be regressed)
Rusty attachments: Applies Mangled until RBT is removed
New Effect: can be sabotaged either delaying the death timer or making it a down not a death and Survivors can't heal fully ( 50% at most and cannot be regressed)
Slow Release Toxin: Applies Exhausted until the RBT is removed
New effect: Applies Obliviousness and shrinks FOV by 1 degree every 10 seconds while the RBT is on and for 15 seconds after the RBT removal minus the shrinking effect
There's more addons that she has but I can't think of new effects
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Freddy needs an update
Knight needs more QOL
SM needs a re-do (for all of those complaints)
In short the game needs better coding for these things to work… would we be willing to play the game as it is now for a better version later on
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And some of those celebrations last what 20-30 seconds
Also there are penalties for overdoing it
If all 4 Survivors are at the gates when the gate is opened, sure go ahead and get it out of your system but remember that it's for 20-30 seconds not almost 2 minutes
If a Gate is opened and no one's near it oh well escape by yourself
Also us Killer mains do have to realize that Survivors lose sight of the exit gates after like 5 seconds of the last Gen is done
SO it's ok to Teabag at the exit gates for almost 2 minutes but not ok for Killers to let the Survivor(s) die on the ground
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The only thing that can happen with Tunneling is to limit it
But then all of the slowdown has been nerfed cause Survivors don't want to do 7 Gens just to finish 5
Let's add another Hook state and see where that puts us
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It's for SWF's
Those that die can tell the other SWF members what perks the Killer is running and those that are left can play accordingly
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I mean buffing Sabo times means that Survivor would be more willing to bring a Toolbox to Sabo Hooks rather then repairing Gens
So it's more give and take added to the game
Again for the sake of the OP…. buffing Sabo times just gives Survivors something else to think about while playing the game
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I mean if we think basekit Gen progression Vs. regression is good then I have a question…
If you think that way then why are players using Gen progression and regression perks (toolboxes and their addons are included)
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If they hand designed the maps then yes it would make sense to have such deadzones…. but they don't so why have them in the first place
And if they did hand design the maps it would be easier to fix and change them
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If the Killer goes AFK then that's free Gens… so sadly there's not much to be done
If a Survivors gives up on hook there should be a different punishment but IDK what that would be
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I guess it depends on when and where one plays from
People play differently depending on previous matches, what happened to them that day ETC…