RainehDaze
RainehDaze
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@Zokenay said:
Also seen it happen on Sanctum of Wrath, with several gens spawning close to the center.
I don't think that's as baffling as RCPD going back to its old "two gens within spitting distance of each other" habit.
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Huntress' Lullaby is a weird one (on the other hand, that actually makes the perk useful for once; it seems like kind of a neat idea for a rework--can only build tokens whilst it's up, but the effect sticks), but there's no point killswitching Sloppy Butcher when the entire status effect is bugged.
You'd have to go through Sloppy, addons for Huntress, Knight, Legion, Wraith, Bubba, Deathslinger, Pig, Clown, Trapper, Artist, and Dredge, as well as Gift of Pain.
That's rather a lot of things to turn off for something that's not, well... unplayable in general.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333630#Comment_3333630
The window provides distance but you are still able to keep up chase and start a chase to gain Bloodlust to begin with.
Also there is no such things as a "Semi-Infinite", it is either an Infinite Loop or not one; it can be a Strong Loop, but not an Infinite Loop. Im not sure why people are afraid to call Loops to be strong, when it is literally just that, strong...
Because if something relies on bloodlust to eventually end, then it can be infinite in a situation that prevents the chase from ever starting, whether that be simple distance, or minor speed buffs, or 110 movement speed.
I'm not talking about this loop in particular, just the idea in general.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333606#Comment_3333606
- Those loops are not "Infinite Loops", as an Infinite Loop has literally no counterplay and lacks the ability to gain distance upon a Survivor since Bloodlust does not help or chase is broken from the amount of distance gained. On the loops you mentioned, you will eventually catch up to the Survivor, albeit it will either take some time or require exhausting the window via Entity Blocking... These loops are definitely strong and should be looked at, but are not Infinite Loops like you say they are.
- The only "Infinite Loop" that exists in current DBD is the main building of Dead Dawg, which if you start running it a certain way before a chase is actually started, there is nothing the Killer can do to catch up since they will not gain Bloodlust. Another Infinite Loop can be made by breaking certain doorways on that map if you arent careful. However, people do not run main building properly enough on Dead Dawg for BHVR to consider it problematic so expect it to not be changed at all.
- Using the term "Infinite Loops" loosely is something I do not advise since Infinite Loops are actually really problematic for game health and should be considered separate from "Strong Loops", it pulls attention away from insanely problematic map design to call things "Infinite Loops" when they arent.
Semi-Infinite might be better, if the only thing that beats it is bloodlust. Not sure on what to call it when it's "wait for entity blocking", maybe the same thing?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333599#Comment_3333599
you're not closing the gap between solo and SWF at that point, you're closing the gap between everyone else and good SWF's
that is whole point. I am making strong solo players as strong as strong SWF. its called closing the gap. My objective is to make them as close as possible in power-level. As a result, this makes survivor easier to balance as a whole and it also makes killer much easier to balance. Playing soloq will be similar in experience to playing as SWF. if your weak survivor player, you'll be playing with weaker swf games vs inexperienced killers. If your mid-level then you'll get mid-level teammates and mid-level killer. if your high-level, you will be matched with high-level killers and high-level teammates.
if you know where pallets are being dropped, that's perfect perkless information on where the Killer must be, without any worry that you can't instantly convey where this specific non-unique tile has spawned
uh yeah? that is kinda what window of opportunity does. that is also what aura reading perks do for survivor... they tell you where your teammate is and by doing so, they indirectly tell you where the killer is... although if your next to the killer, you will hear terror radius.
But you're also making bad SWFs as good as good SWFs.
You're not equalising the information disparity between solo and SWF at that point. That's my problem.
uh yeah? that is kinda what window of opportunity does. that is also what aura reading perks do for survivor... they tell you where your teammate is and by doing so, they indirectly tell you where the killer is... although if your next to the killer, you will hear terror radius.
WoO has a limited radius, remember
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333577#Comment_3333577
A survivor running to deadzone where they know a pallet spawns but the pallet is broken is survivor voluntary misplaying. they do not mean to do that mistake, they just got no information to avoid that misplay. your forcing the player to make a mistake. the only they can avoid that is running the perk but now your making that perk mandatory. see window of opportunity play-rate. its not healthy. what is healthy is survivor making a routing error and killer hitting you. that is you playing bad at looping.
its same for people that run into teammates when gen is 80% complete. without any info for where survivor is doing gens, you will take arbitrary routing that most efficiently run the killer and if it so happens that teammate is there, your giving the killer free injure pressure in many cases without being able to plan around it. For now, you might think that free injure pressure does not matter because med-kits and Circle of Healing are completely over-tuned. You realize though that those over-tuned mechanics need to be nerfed for balance reasons. when that happens, you need to be able to proactively avoid mistakes so that player learn to play without these items/perks. When those inevitably items/perks get nerfed, your going to need to learn to play without them.
The assumption you're making is that every SWF group ever is perfectly co-ordinated and able to communicate exactly where they are on the map and which pallets have been dropped.
The status HUD is a different matter, because "what are you doing" is very difficult to misconvey. Once you start handing out information with limitless range that conveys this, it gets to be a much bigger problem--you're not closing the gap between solo and SWF at that point, you're closing the gap between everyone else and good SWF's. Particularly when you consider other information that gets rolled into this--if you know where pallets are being dropped, that's perfect perkless information on where the Killer must be, without any worry that you can't instantly convey where this specific non-unique tile has spawned (or a need to learn how maps are spawned and oriented and then how you can convey directions that way).
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333570#Comment_3333570
Imagine a reverse Killer Instinct like effect, where as a chased surv nears a gen being repaired a visual and audio warning grows, alerting them to sway away.
Be good for newbies, unnecessary as players gain game sense. Much like Windows of Opportunity helping rookies learn the rng elements and tiles.
isn't that just "listening for or spotting the gen"?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333570#Comment_3333570
do you think window of opportunity is idiot proof?
For heading the wrong way? Sure.
But giving every Survivor an idea of where it's safe to run in chase and where other Survivors are is the sort of thing that could take it too far. There has to be some room for mistakes and misplaying; not every SWF has perfect co-ordination and communication and trying to equalise with the ones that do is overkill.
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I, and most people, wouldn't care? Dead Hard is just that annoying. Having to play around it if you COULD get a hit but don't KNOW is the worst feeling in a game, especially when they then don't have it. "Oh, I can't play the game normally as designed, I have to wait a few seconds to see if you're going to try a dodge or not ho hum, guess I don't use my power either."
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@TeabaggingGhostface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331547#Comment_3331547
They also need to make hooks that break via sacrifice come back
... But... they do? You sacrifice someone, hook breaks and is gone. Am I missing something?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333408#Comment_3333408
I would not say so. the gen icon are pretty good at replacing kindred because you can assume everyone that works on generator is working on generators so when you let go of a generator, it assumes that your going for the hook save. Strangely enough, they added base-kit kindred for hook saves indirectly.
The only two other pieces of critical information missing is pallet dropping(i.e how to make window of opportunity base-kit without making it base-kit) and looping away from your teammates(I.e base-kit bond without adding base-kit bond).
I am thinking for windows to make it that when a survivor drops a pallet, the aura of the pallet is highlight to the team, so if you pay attention to the map, you can tell which pallets are being dropped by your teammates thus not needing windows of opportunity to know where dead-zones are created.
I really dislike when my teammate bring killers to generators when they're looping the killer. no clue how they could give more info to the survivor in the chase to avoid teammates bringing people to 80% completed gens.
That might be going too far in idiot-proofing things.
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@Phantom_ said:
Didn't Peanuts say that they're working on the Twins but it takes a bit more time to figure things out or something? (I'm paraphrasing heavily here).
Also, Maurice got what snitches get 😈 /jk
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333200#Comment_3333200
Who even uses Linux anymore 💀
Lots of people? Less so home users, but it's kind of got a massive infrastructure and business presence. :p
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Still trying to work out how a word count on a regex is relevant to DBD. Where would they have possibly been using a regex in the code anyway? The game barely has text input. Except as the worst possible option for a chat filter.
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Maybe more Survivor players come back for the cosmetics?
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For having no mobility and a very limited direct power, the amount of slowdown he can generate is amazing.
And the way things can start snowballing with a chain hunt going on is disastrous.
He also has what are the best voicelines in the game on the Killer side and almost certainly going to stay that way (no matter how fun, say, Wesker's are, there's a very important difference)
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331923#Comment_3331923
How do you know they didn't have a medkit? They could've dug one up from a chest.
I mean, if he won, he'd see, right...?
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There are four Survivors in a game.
Four Survivors could potentially ban up to 12 Killers total.
Aside from the absurdity of one side dictating what the other one is even allowed to play (seriously, imagine you gave Killers three perk bans--think how that would go), co-ordinated blocking would mean some lobbies could lock off nearly half the roster and build to be even more immune to the rest.
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@ironblade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332607#Comment_3332607
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332656#Comment_3332656
I totally agree but it's not as bad as his knights contract. why did they gave him such bad iri addons that is worth a lot of bp and high rarity?
yes but will devs see this and tell us? they really need to check his addons again
I mean, the contract at least has some conceivable use.
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Got to love an Iri addon that has one effect that will probably see minimal use (block vaults if you go through them) and one effect that is literally useless (chased survivor can't exit). All they need to do is stand at the gate anyway and then what?
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I like playing Blight, myself. There's something fun about being a pinball, even if I doubt I'll ever have the patience or interest in learning all the intricacies. I just want to go fast and bounce off things. xD
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@MegMain98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332517#Comment_3332517
That is a bug right? I rarely use that add-on because it’s messes me up sometimes but I know it doesn’t give a visual indicator now but I’m assuming it’s a bug and not a shadow nerf.
Probably a bug; there's no reason the add-on would give Killer Instinct and you wouldn't be able to see it.
I presume they were trying to stop Spirit from interacting with some other Killer Instinct notifier, but I don't know what.
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@MegMain98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332494#Comment_3332494
They gave Nurse the Spirit treatment and gave her gimmicky add-ons and they’re both just fine because they’re strong killers. Blight’s add-ons are just too oppressive. I actually don’t even think nurse has any oppressive add-ons anymore.
I would personally completely rework Alchemist Ring, keep one of either Blighted Crow or Rat and remove the other one, and then either keep C33 or Adrenaline Vial and rework the other one. Blighted Tag I haven’t seen many Blight’s use but some people say it is oppressive.
Like I said, having two or three good add-ons is fine but he just has too many in comparison to the other top killers who both have a lot of niche or gimmick add-ons.
But yeah, with Spirit, I typically only run both movement speed and duration, yellow add-ons. I only run Uchiwa if I have Hubris and that’s about it. I don’t like running MDR and amulet because I feel mean when I do 😭
Oh I forgot, I do like the Katana add-on
I completely forgot the DCB is supposed to give a visual indicator, I use that combo so rarely. Kind of useless except for detecting crouched survivors now, it's sad. xD
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I mean, I'm on Steam, and I've seen it censor both teabagging and facecamp. So... <_>
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@VideoGameMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331827#Comment_3331827
And what would you have them do to fix gen times then? 100 second gens are out of the question imo. Personally, I think they shouldn't have given up on the early game collapse idea they said was too powerful on trap based killers. It might have been too powerful back then when solo q was as weak as it was, but with the HUD icons (and with an update adding gen progress to the HUD) I think we're ready for some ambitious buffs on the killer side.
Have BHVR work out what they're going to do that makes up for regression not existing in any capacity first?
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@MegMain98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332473#Comment_3332473
I do agree with this. Nurse is always going to be Nurse. She has a fundamental design flaw because she was released back in 2016 when there was legitimate infinite in the game so the answer to countering infinities was “just playing Nurse.”
Nurse is never going to get a true rework because there’s no monetary value off of reworking her when they can spend funds on making another killer. So might as well just except her for what she is.
Blight on the other hand, I really personally despise facing, but he doesn’t really have any glaring issues besides all the ”techs” that people find with him which most of them have been removed, except for hug teching which the devs have already said, isn’t intended.
Nerf his add-ons, and put him line with Nurse and Spirit, where he has about two or three good add-ons, and all the rest are niche or gimmicky because he’s already strong enough. He doesn’t need extremely strong add-ons.
Fixing his techs would also require the devs to fix the maps though. I mean, I've only been messing around for two days (and doing predictably terribly), and even I'm blatantly aware of how jank the collision on some seemingly normal surfaces are. So, that sort of thing is just going to always remain some sort of mess.
I don't think another set of add-ons like Spirit's would be good, to be fair. You can kind of make some of the gimmicky ones work, but if you're not going to be running any of the strongest ones, it just defaults to basically... well, yellows all the time. Kind of like Knight. And that's really boring. I'm not sure I've ever felt once inclined to run the 'return to husk' addon. At least Furin can do funny stealth stuff.
Plus, a lot of Blight's addons already are kind of gimmicky or strange in a way. It's just, what, blight tag, alchemist's ring, and adrenaline vial being stacked? Stacking speed boost and turn speed are neat and strong, but they're not all-out-of-proportion strong.
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@Audiophile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332406#Comment_3332406
No. Why do you need to exaggerate? If nurse is too fast, then adjust her being able to go from A to B in 1.2 secs to 1 second. See how it goes. If it’s too much, adjust it to 1.1. I mean… why is it so complicated? I realize you want to maintain the mechanics and feel of the killer so this does that. If Blight can turn x degrees in x seconds then adjust that by some small amount to make it less strong. This isn’t rocket science. But the devs take so GD long to do anything we over talk this stuff.
But... those aren't what make the Killers problematic.
Like, you're saying that Nurse should have even less mobility than normal Killers. Without the new Campbell's Last Breath, her point to point mobility isn't any better than an M1 Killer's (she ignores obstacles, which is the strong part, and her instantaneous speed catches people off guard). Making her teleport slower isn't a balance pass, it's fundamentally destructive to the Killer's ability to function: it creates a situation where even well-targeted and well-timed blinks would be avoidable, just because of enforcing slow transit time.
And for Blight, you'd fundamentally take away the Killer's ability to play around areas with obstacles, or loops, except for the people already really good with the alchemist vial. Which shows that at best you'd just raise the skill floor to do anything a ton and annoy a lot of people (not everyone that plays a Killer has god-tier mechanical abilities at it), and at worst overnerf it so much that entire maps become unplayable either because you can't line up something to slam into or avoid things when you need to. Plus a similar issue if you target the speed instead: less dangerous, easier to dodge, loses the whole mobility aspect, requires even more obstacles that he can hit (because speed factors into maximum distance factors into when obstacles are needed), and in general doesn't fix the parts that are actually broken.
Nurse's problem is a fundamental design one: she goes through walls and can't be looped. Making her teleport much slower won't change those parts, it just makes the experience miserable in a "punish the people that enjoy Nurse" way. That isn't balancing, it's trying to force people out of playing something you don't like.
Blight's problem, as everybody except you seems to agree, is that he has some incredibly stupid addons that just lead to infinite power usage and instadowns.
Then again, you've made threads complaining about regression perks, complaining about aura perks, and now complaining about any Killer that managed to get a 4k from people being stupidly altruistic. Your balance ideas are seriously out of line with the game in general.
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@MegMain98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332431#Comment_3332431
I’m all aware about Spirit as I am a Spirit main as I’m sure you are as well. She can deter people away due to her high reliance on auditory clues but she’s still an extremely power and strong killer.
But what I trying to get at is that the original person basically said that only Blight and Nurse were viable killers to the general killer playerbase which is just an incorrect statement because honestly any killer can do well. Of course you’ll get matches were you would do better as a killer like Huntress compared to Sadako but for a majority of people’s games, they get average players. You ain’t getting Seal Team 6 every match where you must play your sweat build in order to win.
And you are correct, different factors can drive people away from certain killers but there’s 30 killers to choose from. And if 28 of those killers are “unviable” then that might be a you problem (referring to the OP not you specifically).
BTW how is Wesker “attempting to cause hearing loss”. When playing him I haven’t heard extremely loud noises but maybe that’s just me.
It's a joke about how dramatic his chase music is. You have to give up on hearing almost anything through it if you want your hearing intact. xD
Mostly using a Spirit profile because we don't have Pinhead onwards yet (Spirit was the only one I got to P3 before the reset, but that's because I didn't want to lose my perks on him and start from scratch... and I stopped playing for a while right after doing P1 x_x)
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@MegMain98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332398#Comment_3332398
That is true but what the original person said is that only one or two killers were viable (talking about Nurse and Blight) while there is a whole laundry list of very good killers.
Spirit. Wesker. Artist. Plague. Pyramid Head. Nemesis. Huntress. Hag. Oni. All of these killers are very strong and viable killers and you do not have to play just Nurse and Blight to have a good time as killer and not feel powerless.
Sure, but it all depends what a person finds more fun. People who want mobility are going to be inclined to one of those two, for a start.
There's things about any Killer that can drive someone off--Spirit's absurd reliance on audio cues and lopsided information feeding, Wesker attempting to cause hearing damage (and being licensed), Plague being generally disgusting, Pyramid Head controlling in the weirdest way possible, etc.
And many of those are less viable. Things like Oni being just an M1 killer until you can actually get a hit, Spirit's aforementioned asymmetrical information game (she can't hide her audio without Furin and terror radius games, Survivors can be quiet), Hag losing to a flashlight, etc.
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@Audiophile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332393#Comment_3332393
See, this post is so ill informed…. 2 people downed early and when you try to help you get downed. He’s got 1 hit and he’s not hooking and since he keeps downing people going for saves everyone is in the same small area. He’s bouncing off all the trees and slaughtering everyone. It’s not MY skills. It’s a combination of bad matchmaking and an OPAF killer.
"Everyone keeps getting downed going for saves" is a death spiral that tends to lead to 3 or 4k's regardless of the Killer. FFS, Trapper with STBFL can do that.
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@Audiophile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332197#Comment_3332197
I think the community thinks in terms of specific recommendations and I don’t have those. My recommendations are more general… He’s too fast and too maneuverable so that needs to change. I don’t know the specific turn angles and speeds etc he has. But christ… just crank them down a bit. Why can’t we keep this stuff simple? Like Nurse… why not just make the speed of her blink a little slower and/or the recharge a little slower? Why take months/years figuring out some complicated adjustments to addons, mechanics… whatever… just slow some ######### down.
That just sounds like "blanket wreck what makes a Killer good". It doesn't even address what can actually be a problem in practice (effectively endless power uptime and exposed hits combined).
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@Audiophile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332324#Comment_3332324
Ok, gonna be snarky here but… Maybe if you took the time to get good at the ‘non-viable’ killers in the game you wouldn’t need to rely on the 2 OPAF killers to give you easy wins.
Again… it seems like killers act like they are facing killer 4 man swfs all day long and are in such misery that they NEED nurse and blight to just get a win. This is utter hogwash and everyone knows it. Killer players have become accustomed to winning. They get 3-4ks all day long and they don’t want it to end. That’s the story.
My first game today: Blight on Coal Tower. Lethal, Agi, IF, Deerstalker. Iri Blight tag, Alchemists Ring. P47. He slugged everyone. 4k. 0 gens done.
People want to play things that can actually stand a chance against decent Survivors. Not the ones where you're forced to spend most of the game going through the motions and unable to really use your power, because playing safe can be so effective. That either means strong perks, or a strong basekit, and the strong basekit is generally more fun. You don't get stuck on Hold W Round Pallet.
Playing strong Killers doesn't mean wanting easy wins, it means wanting agency within the game.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332341#Comment_3332341
How didnt I think of that?
Did the graphic thinking of it as bringing the bottom up but then wanted to fit it onto a horizontal plane? I dunno, these things are easy to miss once you've already got the idea in mind. xD
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332267#Comment_3332267
Then fix it to be that size all the time. He doesn't need an Oni or Demo size hitbox. It looks wrong visually given the size of his weapon and greatly contributes to the frustration of playing against him.
Isn't it less that he has a big hitbox, and more that he can change looking direction? So where he swings moves.
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Another random visual with no explanation that isn't self-explanatory!
And this time requiring me to read sideways? You could have just rotated the text and put it alongside lines pointing to the bar.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331827#Comment_3331827
It does, they can finally find something else to improve the Gens.
For now, a match of 4 slowdown vs meme survivors; or non slowdown vs 4 toolbox, BNP, some Gen boost perks...are both stupid. When both matches of 800sec Gen and 300sec Gen are possible, you cant balance.
Right, it wouldn't fix it immediately, only open the window to fixing something, and the year before BHVR got around to doing anything would be a mess.
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@mr_Beast_Artist said:
I think that the green key should be removed from the game altogether or recycled.
At the moment, the key is the most useless item in the game and I don't want it to come across to me in the bloody web.
You need to make it so that he opens chests instantly or opens locked doors that the killer breaks.
Can make it so that an aura showing everything in 8/16/24 meters will already be built into it.
Developers please remove the keys
Ooooh no. No, don't give Survivors a way to remove breakable walls. Some things are only not infinites or near to it because there are breakable walls there (for who knows what reason, breakable walls in general are kind of stupid).
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331057#Comment_3331057
I'll just bring Franklin's on either. Hag...yeah, that's going to depend on map.
IWOM? Midwich? Autohaven maps? I'll give it a try.
Ormond?
If everyone's identical.
Maybe coincidental if it's a new rift cosmetic or something in the shop.
But four identical survivors with the same item otherwise? Something frustrating is going to happen...
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@feechima said:
https://forums.bhvr.com/dead-by-daylight/discussion/362546/can-we-nerf-windows-of-opportunity
Then try using Zanshin tactics and maybe you'll be better in chase because you know where all the pallets, vaults, and breakable walls are. Fair=Fair.
Knowing where the pallets are doesn't really help much if I physically can't close the distance before the Survivor gets there. If I could, then the presence or absence of a pallet is not a determining factor in this interaction. <_>
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331837#Comment_3331837
Still one of the most killer sided maps
Provided the Killer has a sense of direction and doesn't keep walking into a wall.
As I have proved too many times.
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@Murgleïs said:
They should remove all the gens perks (speed or slow) and reworked them imho.
And make skill checks less ping dependent.
That wouldn't fix how fast gens can go, though.
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Every time I've touched Billy, I have masterfully proven my ability to find the smallest, narrowest obstacle in an open space.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/362898/who-lubed-up-ormond
Haha yes, I also think of him as a pinball. If I had the attention span, I'd do a video compilation of me learning him with pinball sound effects. And I'm still terrible at him - he's just so, so fun to play.
Not sure about Ormond, the doodads there have always been weird. Just wait until you hit Haddonfield...
See, if Haddonfield is lubed up, just blame Michael. Had to do something in between creepy distant staring!
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Being able to actually surprise people is a nice QoL buff, but the minimum range is still excruciating.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/362723/why-i-think-dead-hard-needs-a-nerf-again
Killer main dislikes dead hard. Pretty standard. If you're in the highest mmr then like you do. The survs you're against will utilise the best builds to their full effectiveness. Doesn't mean the rest of the player base has to lose the perk. That's the curse of high mmr. I could understand if you were constantly getting dunked on all the time but if that was the case your mmr would drop and you'd get easier games. With your skills you'll be pushing the survs extremely hard and making them fight for their lives.
And annoying as it might be, if you are maintaining your mmr and getting iri 1 each month? You're not losing many games because of it.
I split roughly equally between killer/surv and I don't really have an issue with DH. Sure it irritates me when I'm playing killer and get a swf who all can hit it consistently. Then I just counter play it and usually still do well in the game. It takes skill to use and if you have any latency? Then you need luck as well.
There is no way to play badly enough to avoid Dead Hard unless you commit to never killing anyone and stomping people who just bought the game.
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I don't think Sloppy can be killswitched if the problem is Mangled. Do you just go through and turn off everything related to that effect? That'd be very overly broad (for something where the problem is more 'annoying' than 'unplayable')
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/362723/why-i-think-dead-hard-needs-a-nerf-again
I think the devs came up with the current DH while looking at what you called bad and average players, what I call the normal/casual part of the playerbase. And this makes sense given those players, including me, make up by far the largest portion. Those groups are where they tend to keep upmost in mind when changing things.
Despite me having maybe almost 2k hours in, I'm an ok surv and a lowsy killer, and I have never ran DH. Yes I have been hit with DH while playing my beloved Piggy but it is uncommon.
Those who get the most from it are highly skilled vet survs who learned again how to master DH effectively. And thankfully they (like the top veteran killer players) are such a small part of the playerbase that how things are used at that level don't really represent usage across the broad scale at all. Kinda like sweats vs. sweats first world problems.
They've shown time and again they focus on the middle-ish and newer ground first when proposing changes, not top level play nor bottom. Now throw in it took what 6 years to change DH? Plus DBD is back around the top sellers again hence even more new players? What conclusion would you draw?
I definitely haven't played that much, and I run into at least one DH every game. Comes or goes with the time of day, which Killer I'm playing, and by appearances the phase of the moon, sometimes there'll be three or four.
Like, it's really not that uncommon or rare for someone to use in my experience. The skill floor is way lower than reported.
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@legacycolt said:
Dead Hard only has a 0.5 sec duration. If you keep swinging into dead hard, that’s on you. Also dead hard is needed against op killers like nurse, blight and spirit.
Literally half the post is about what happens when you don't swing into DH. Or use Killer powers which don't leave room for 'bait it out'.
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@feechima said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326960#Comment_3326960
Only way to use DH after getting hit from off the record is to fully mend. The devs broke the synergy a long time ago, and DS is trash now so I'd love to see it as killer. 3 seconds and one time use of absolutely nothing.
DS lets you use OTR with DH, is the main difference.
Take hit with OTR, get picked up, use DS (and cure mending as you regain a health state), use DH.
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maybe you'd have better luck if you were repairing the gen and not trying to bandage its injuries
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@HugTechLover said:
I can still hear them just fine when blinded. I always get a free hit if they stay to blind.
Well yeah, I'm just wondering what's going through their heads.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329875#Comment_3329875
That's proximity, not direction.
And if you can determine proximity, you can determine direction. Triangulation is a thing, especially with knowledge of the local geography.