RainehDaze
RainehDaze
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326742#Comment_3326742
Not trying to be an ######### but when I'm slugged everyone says welp should have brought unbreakable. Why should I feel bad for killers and not just say welp should have brought iron grasp
Because iron grasp can't actually counter sabo play half the time; if the hooks get too spread out it's impossible. When it's buffed, it literally doesn't matter; you don't get enough distance to reach hooks in the time available. You can get something like an entire fifth of the map with a single hook, everyone will go down in one corner, and that one hook gets sabotaged. Carrying someone literally halfway across the map, with obstacles, just isn't doable.
And it would need to be agi+iron grasp to even have a chance. Iron Grasp on its own adds 7m before wiggling out, but that's nothing with dedicated builds; weirdly enough, most maps don't let you walk in a straight line across them and the difference between 59 and 66m isn't enough to help.
Then put that into context: if a Killer wants to have a chance against a dedicated sabo team that they don't know is coming, they should use half their perks when those are otherwise only useful for carting someone off to the basement. Unbreakable can at least have value when someone's not going to slug to death.
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I just got a 4k and only got Ruthless, I have no idea what's going on.
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Call of Brine is fine, Eruption just needs to be something aside from Incapacitate to address most of the complaints.
CoB on its own isn't even that strong.
It's not like we're playing a horror game, it's like we're doing a generator repair simulator.
I mean, that's what it is.
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@Synfulworries said:
Don’t change it if u can’t find a hook after playing this game awhile then it’s your fault not the games. Even with the perk the killer can literally carry you half the distance of the map.
Doors. Doors, and extra wiggle on great wiggle checks.
I think it's a thing that tends to affect console players way more, but there's a distinct problem when a perk can effectively make it a difficult task to walk through a doorway. And there's at least one doorway on every map (shack), with most obviously having way more.
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Sabo play being stronger leads to situations where Killers can't hook anyone, ever. Take a look at when they buffed Boil Over and what it did on pre-rework RPD, or full sabo teams and hook offerings on Eyrie.
It can't be buffed, because you get a game situation where one side can't win properly (no matter what they do) and the only option is a 4-man slug (which can take even longer when people start mucking around with exponential and unbreakable and even no mither).
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Ah, it's the anti-change brigade who want every legacy option supported indefinitely!
It's been over a year since this was implemented as a beta, and it's been pretty obvious it was going to eventually become the only method one way or another. Bit late to be surprised now.
Seriously, if a company ever puts out something testing a 'new' version and the new version doesn't totally flop, it means the old version will one day be on the way out.
I also find it hilarious how many people are planning to quit playing Survivor... because button mashing was taken out of one minor mechanic. Really? That is what goes too far?
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@Audiophile said:
Newsflash: there’s is only one solution. Basekit unbreakable.
Solution for what? I don't actually see a problem here.
If you're forever being slugged until bleedout, I'm sure the common factor there is you.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326244#Comment_3326244
So their original complaint was that hit boxes are inaccurate to models, and your counter argument is to agree that hit boxes don't match up to the models?
I notice you forgot to mention that hatchets, in particular, have a spherical hit box when connecting with survivors, but have a much smaller 'rectangular' hitbox for avoiding terrain. So you can thread the needle on edges of walls and certain rocks, then hit someone nearly a meter away from their avatar position.
Understanding 'why' the hitbox is janky doesn't make it feel any more fair being in the receiving end of a hatchet that hits you from around a corner on your screen. That's kinda the point.
Tbf, hatchet hitbox jank is at least consistent--if you understand how it works, you know how it'll hit or miss.
Terrain hitbox inconsistency tends to just be a big "why", exacerbated of course by how you can never tell what's foliage and what's solid at first.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325829#Comment_3325829
Exactly. Which is just the icing on the cake as to why it's a greedy business practice.
Putting Shard prices on all non-licensed cosmetics is nice and all but not if cosmetics aren't in the store long enough to obtain those Shard prices in the first place.
Oh, it's better. Even if they're in the store long enough, because they're limited only, they don't count. Otherwise all the Christmas stuff would've turned over to shards right at the end.
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I dunno, it's mystifying. I've been playing Bubba only for the last few days as I work on getting him to P3, and I don't really see the fun in camping. Why would I do that when I can go jogging after people with a chainsaw? Vroom vroom, gotta get the meat for chili.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325543#Comment_3325543
NTH has a big radius of 24m. This is a distance you often can't cover fast enough without running or getting seen. Especially if your only cover in the area is some trees or some tires. Distortion is also worth gold for more elusive, hard to detect perks (Floods of Rage, Darkness Revealed) or add-ons as well like Myers' Mirror Shard or Compound 21, not to mention strong addons like Wraith's aura reading.
It is the stealth counterpart to Object of Obsession, which gives you the same information, but does not hide you.
Yeah, but on a lot of maps there IS more cover, people would just rather block the aura reading than take the risk of wasting time by proactively leaving or trying to squeeze in a locker.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325394#Comment_3325394
This! Happens sooo often. And as people have said already: if the killer wants to tunnel, they don't need a hook counter to remind them, they will just tunnel. An actual hook stage counter would more help the nice and fair crowd then the other way around. But I guess its the same as with the shroud items, who are both in the wrong bloodwebs with how the game changed over the years: a relic of the past, yet unmoving.
Shroud items should stay where they are for sanity, though. Yellow rarity ideal surv start? Only one offering slot for Killers after all.
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I think people are just trying to deal with Nowhere to Hide... rather than, like, moving further away.
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Perks don't change how Killer abilities work at all. That sounds like Alchemist's Ring (an addon), and it's something Blight has had... uh, since he released.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324831#Comment_3324831
Before we go looking at Otz as the model bear in mind that for a long time his show had segments where he was playing ultra late for his timezone.
If I go play a game in my area during a weeknight at 4am the game is much easier than if I tried it three hours earlier.
I can only assume that since Otz is in Spain he get matched with smaller regions like Africa where the competition is about as stiff as wet spaghetti. In case you missed it - once upon a time we could change our steam download region to force the game to put us in whatever region we wanted.
This means you could get a killer friend to play against your SWF and farm points. Anyway sometimes you didn't get your SWF and it was like you asked a girl who had never played a video game on a controller to play DBD as her first video game ever. Needless to say it was like stealing candy from a sleeping baby.
Go watch Otz doing the 30 second AFK challenge and look at the difference in the caliber of his opponents compared to TrueTalent. The difference is night and day.
I want to ask a single question that the mods will not answer :
Do fog Whisperers have adjusted MMR to make the game look more appealing?
Ask yourself what purpose do the fog whisperers that play killer serve? They make you feel that you could one day rise in the ranks and play killer like they do.
Would the game seem more appealing if the Fog Whisperers who play killer have easier games because there is some MMR invisible wizardry going on?
The only reason not to show us MMR is because you want to hide "wrong doing". Guild Wars was one of the most open and honest games I ever played. They told you every single adjustment of everything with full transparency. I know many people who played World of Tanks and that company was kind of the opposite. They lied about changing a tank's stats so people would buy other newer and better tanks. That's just gross.
I am not accusing BHVR of lying but I am calling them out. Let us turn on a switch to see MMR after a game's conclusion if we want to. The only reason to hide it is because you're doing something shady.
I dunno, the games generally get way sweatier over in Europe at those times of day, not easier. If I want more relaxed games and not to spend half my time against the strange combination of crossplay and extreme meta (and the occasional steam player who wants to be an ass in end game chat), I need to play before 11PM or something.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324606#Comment_3324606
Quite honestly my first few replies here I was tired af and I must of thought I was in the past where the meta was shifiting more towards killers with better anti loop. No idea where the hell I was trying to go for there but the thing with Nurse still applies
As for the 2nd thing, there is pretty much a post made about DH almost every day, and Prove Thyself pops up every now and then
Oh yeah, there's DH and Prove and Hyperfocus all the time, but I don't think I've seen it get to the point of calling for a ban on all Survivor perks (rarely even seen an entire 'no exhaustion' thread), whereas there's enough broad anti-regression ones and now an anti-aura thread that we're close to having a thread calling for Killers to not use every perk category. It's kind of funny.
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It'd break down every time there's a new Killer released or a big update to one of them. Everyone that wants to see what the new thing is like would get caught in matchmaking hell.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324541#Comment_3324541
And wanna know what all those killers with low map traversal have in common? A strong ability in chase. A killer shouldnt be able to excel in several areas, all that does is limit counterplay.
Also dont act as if only killer perks are the only ones being complained about.
What does that even have to do with aura reading? Aura reading is bad because it lets the Nurse bypass her supposed counterplay of hiding, but because Killers who can't cross the map quickly are good in chase they should be expected to spend all their gameplay time looking around every bit of scenery hoping someone gets spooked too? Nobody in the entire roster should have a way to narrow down where they need to go next aside from the occasional noise notification? Because low map traversal and high map traversal covers everyone.
Also dont act as if only killer perks are the only ones being complained about.
But Killer perks are the ones that fall into basically three categories: info, chase, and slowdown.
I don't think anyone's about to start complaining about Survivors running weird categories like item finding.
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I'm terribly sorry that you've always gotten two kills or fewer.
(Beware double negatives)
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324504#Comment_3324504
Considering against a killer like Nurse where people expect to "just break LoS" or "just double back". Yes.
No reason why a killer who has the best chase ability in the game and one of the best tools for mobility can have her downside almost completed negated
Nurse isn't the only Killer in the game, and is already one of those where there's the least time to hide before she shows up. You know, everyone with low map traversal ability also exists.
Honestly, we're just missing a thread on chase perks and we'll have gone through, essentially, "Killers shouldn't run any perks at all".
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I'm curious what else you expect Killers to use to find stealthy, uninjured Survivors given that their every movement is pretty much announced with noises and bright lights. Do you expect a minute spent looking around every random bit of wall near a generator every time?
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Vaulting when trying to pick a survivor up is also annoying... xD
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324249#Comment_3324249
I've found myself on Dead Dawg 5 times in a row, despite no one playing map offerings.
I've considered playing Mary's Letter as Dredge, decided against it, and then ended up on Midwich anyway, and lost.
I've played a map offering as killer, while someone else has played a sacrificial ward, ended up on a survivor sided map, and won.
I've played a map offering as killer, while someone else has played a sacrificial ward, ended up on the same map anyway, and lost.
They do not determine the outcome of the game, and they are still all potential destinations, even without map offerings in play. This aversion to map offerings is entirely psychological, and irrational.
I play map offerings when I want to go to a specific realm, for whatever reason that isn't just "I want to win harder", I've already mentioned them so I won't repeat myself. But I'll also play map offerings for specific killers. Game for Pig, RPD when I play Chris. Midwich when I play Cheryl, etc. because it's fun. I want to play my favourite characters on my favourite maps, and maps that suit them. That is fun, that's what fanservice is all about, that's why these characters are in the game to begin with.
These things are what fun is actually about. This is why we play videogames. Not to tear our hair out and scream at people over the internet for being #########. Reevaluate your life choices if this is what you are doing.
If these things are not fun, then why don't we get rid of all variety in the game? Delete all the licensed characters, make every map identical, then everything is fair.
The reason you don't find them fun, is because you're determined not to have fun in DBD. Your attitude is all about winning or losing, about "that isn't fair" and "this needs to be fixed so I can win!"
This game is just so much more enjoyable if you don't have a salty attitude towards it. Everyone is playing the same game, everyone wants to have fun, everyone wants to try to win. But you have to accept that you can and will lose games as well.
Dude, cut out the armchair psychological analysis, it's ridiculous.
It's a given that some maps are biased more to one side than others. This is a fact of the game, and it's not looking likely to change any time soon. Given that this is the case, always starting off with a handicap can be considered not fun. Can you have fun despite that? Sure, it's not like any map is that lopsided that it can't be won regardless.
They do not determine the outcome of the game, and they are still all potential destinations, even without map offerings in play. This aversion to map offerings is entirely psychological, and irrational.
My aversion is to, when I only have a few hours I can spend playing, spending 2 hours of that on variations of one map, which is inclined to one particular chase style, with its own visibility characteristics that can really impact how things shake out. Sometimes this can happen entirely by chance. Given enough tries, any sequence is entirely possible, yeah. But it's also way more likely if people are aiming for it, and given a large enough sample it would be painfully obvious why a realm is present way more than 1/18th of the time in the long run.
Because I do enjoy variety. But variety means actually, you know, getting different things.
"You can have variety but only if you give up on bonus BP, fun stuff like moris, offering-heavy events when those are running, and (if for some reason you wanted to use them) other gameplay-altering effects" isn't a good trade. And even then, because of the way conflicting offerings work, it could still turn out that lose a few coinflips and still get stuck playing the same map with its same few variations and same playstyle.
Map offerings aren't fun because they tend to take away from the variety if you don't start giving up on playing any other offering. They're going to stay that way as long as BHVR keeps adding a new realm every time rather than adding a ton of maps to existing realms, so that you get some variety within said offerings. Macmillan and Azarov's are the only ones that have huge differences and plenty of choice (Coldwind obviously has a bunch of variations, but Thompson House aside they're all kinda samey in layout to some degree)
(And they're also plain not good from a bloodweb bloat point of view and the sheer dumb way that Sacrificial Ward still works).
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@Seraphor said:
"Every time I see a map offering, I know the game will be unfun."
You've hit the nail on the head here. It's a psychological issue. Seeing the map offering is a trigger event for players, because they associate it with an intention to play sweaty or bully.
Making map offerings hidden would prevent this.
The map offering itself is not as big of a factor. There's no guarantee that the lack of a map offering with place you on a map that's favourable to you. There are enough 'killer sided' and 'survivor sided' maps out there that you basically have a 50/50 chance of ending up on a 'good' or 'bad' map anyway.
If ending up on Garden of Joy with no map offering is not a problem, then why is ending up on Garden of Joy with a map offering a problem? Because of the psychology of showing the map offerings before the game starts.
Not least, people can play map offerings for a whole host of reasons.
Myself? Firstly, I will play an indoor map offering if I'm playing Mirror Myers or potentially Ghost Face. This isn't giving me some unfair advantage, this is making those killers/builds viable to begin with. These builds would be virtually pointless without the use of map offerings.
Secondly, I tend to throw on a map offering as a solo survivor if I don't have any decent bloodpoint offerings. It's not always Garden of Joy, it could be anything that I feel at the time I'd like to play on as survivor, usually something that's considered' survivor sided', but as a solo player, it generally doesn't actually increase my odds of survival all that much, because player skill and coordination are still much, much bigger factors than the map you end up on. If anything, it might make it harder for me to survive, because of the psychology. Maybe the killer sees my Yamaoka realm offering and thinks "oh it's a SWF, I have to sweat". When in reality, I just want to play on Yamaoka because I like those maps from a survivor perspective.
Thirdly, is dailies or challenges. If I have to 'fall from a great height' then I'm playing a map offering that has a second story. I'm not expecting to survive, I just want to get my challenge done and die. If I have to destroy x pallets then I'll play Jigsaw piece as an M1 killer so I can break all the pallets and probably let most if not all survivors go.
Lastly, I will play a map offering just because I want to, because it's fun. I play Ormond when I play as Snowman Dredge because it's thematic, despite the fact that it's probably one of Dredges weaker maps. I play RPD because I like RPD, even if it can be a nightmare to navigate. This idea that "map offerings are not fun" is completely backwards. Map offerings are fun. What's not fun is playing the game from a min-maxing perspective, playing with the pressure to win every match instead of accepting that you will and should lose around half your games, and playing sweaty and assuming everyone you play against only wants to play sweaty. These attitudes turn maps from a form of variety and atmosphere setting in the game, into a tool to use to either win or lose.
None of these are bad or unfair reasons to play a map offering, and I would wager that most map offerings are played for these reasons. The "SWF bully squad playing Garden of Joy to teabag the killer at the exit gates" is a minority. It exists, and it's probably far more prevalent at the top end of play, but it's not the majority of map offerings used. But it's the psychology, that any map offering played must be a "SWF bully squad playing to teabag the killer at the exit gates", is the problem.
Map offerings actually are not that strong. The outcome of a game is not decided by the map you end up on, otherwise certain maps would have wildly different kill rates, which is simply not the case. Eyrie did have a lower kill rate, and it's getting reworked because of it, so these things are sorted out. I have won, and lost on every map, as every killer, at some point in my time playing DBD. Other factors, like team coordination, items, perks, add ons, and sheer luck of making the right play at the right time, are far, far more impactful to the outcome of the game, than the map.
They are on par with every other game-state altering offering. Shrouds, Oaks, Reagents, Coins. I've probably been screwed over by a purple Oak more than I have a map offering, or a Shroud allowing survivors to knock out the first gen in 20 seconds.
You're assuming that not seeing the map offering won't just move the feeling onto the maps themselves once you load in, which is a big ask. If it's Garden of Joy for the fifth or sixth time out of ten games, people have clearly been playing map offerings. Especially if you start seeing a secret offering every time you go to a certain map (or if someone's playing their own offering and goes somewhere else)
And also assuming that everyone's issue with map offerings is "Oh it's going to be sweaty" and not "I hate this map and we're here again". Hiding map offerings does not fix the latter. Hiding map offerings does nothing to address the underlying ridiculous imbalance in some maps, the imbalance in offerings between two sides, or the nonsensical existence of sacrificial ward (where you won't even be able to tell if it did anything).
Seriously, 'just hide map offerings' does nothing to address the majority of problems, makes it worse to try and determine if there is a problem somewhere, and all for assuaging some players' getting tilted on loading?
Map offerings are fun.
No they aren't. There are 18 realms still in the game, and playing 2/3 of your games on a selection of about five because those are the ones that keep getting offerings burnt isn't fun. Map Offerings are fun for the person burning it, but if you just want to go somewhere randomly where nobody has anything planned, they're the opposite of fun.
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@xfireturtlex said:
I know exactly what you're talkin about. No idea what it is, but I've heard it on several maps when playing killer and survivor. It's just a random ass clonk. Pretty weird.
Yeah, it's on a bunch of maps and not tied to anything, and it's just...
clonk
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@hastarkis said:
Could be "you are the obsession this game" sound?
That would be very hard mid-game as the Killer. xD
I've also heard it on Macmillan. I swear, this damn wooden clonk sound is everywhere...
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Nah, it's definitely environmental SFX, it's perk independent. it's a sort of wooden clonk that I guess might just be 'oh here's two sticks bashing together', but it sounds way more like some sort of water hammer or freaking musical woodblock.
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Oh, it's in the swamp as well.
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I think most people hate it. Gameplay aside, it's covered in red, but red already has gameplay importance.
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You get the hits eventually (when Survivors get too interested in avoiding you), but generally it's more of a "push them into me" deal.
Of course, then someone holds W and you're an M1 Killer again, that doesn't work too well.
As for the indoor map thing: I don't think Lery's counts, simply because of how picky his power is about spacing from walls. And oh all the Lery's obstructions...
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@bm33 said:
The space below the characters being so large compared to everything else in the HUD. It just looks awkward, especially when you don't have an item equipped. The old layout not only did I find it more user friendly having the character info across the bottom but the power/item was on top so if as survivor you didn't have an item it didn't look like a weird spot for empty space, just had one less thing blocking your fov. It really is just unnecessary to have the power/item so big while useful info like the character portraits feels like they're half the size in comparison.
The character portraits being colored instead of black/white Adept pic. Think the Adept pic would just look better and feel more DBD. The colored portraits just make it feel more like a generic game.
I think the portraits aren't coloured enough. Would be more usable if they matched cosmetics.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323473#Comment_3323473
Hmm, could just make it so that when the Killer Vaults it, it will Break it. Would keep the controls the same. But then it would mean the Killer would need to commit to going to the other side of a now unusuable Vault and have to backtrack if they wanted to close it in the first place. Could be an interesting incentive to not Break it immediately if they stumble across it but...
Could do tap to Break, hold to Vault (evocative of easy to destroy, harder to not)
I'd rather not take advantage of the button mapping Dead Hard uses.
And while it may be silly, a Basic Attack to Break is thematically appropriate while being able to use another Button without functionality loss.
And yeah, while the decision to break it or not is the same as pallet (is it inconvenient or not, it usually is), it is a bit different in that it's enabling mobility for both sides instead of just blocking mobility for one side.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323479#Comment_3323479
Ah yeah, Breakable Walls. Those are still a bit weird. It would be interesting if Survivors were able to open them.
It's not enabling mobility, there's basically no reason a Killer would ever not break it. You'd need to stack like three perks to have a fast enough vault to care. Breaking is always the better choice.
And no, Survivors opening breakable walls is a terrible idea. Some areas are only playable whilst they remain walls (I think Badham), and it completely messes with the logic of how The Game is meant to work (now there'd be no more dead ends before gens are done, which super screws the balance).
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323629#Comment_3323629
Usually every build has an Exhaustion perk, and when compared to all the other Exhaustion perks its absolutely high risk/high reward
"Slightly more likely to be misplayed than other Exhaustion perks" still doesn't deserve the label 'high risk'. No Mither is high risk (and very stupid), and DH can be used to enable ridiculously greedy behaviour even more (which is high risk). But pretending that DH is high risk really exaggerates it.
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@StarLost said:
Mkay.
I love how I see some killer main threads making it seem like everything in this game is about 2nd chance perks.
They aren't entirely wrong.
DS - hey mr killer, if you try to get an ez win by tunneling an off hooked survivor, I guess it makes sense that he should have a way to defened himself from your ez win strat isn't he? also, as a blight main at least, it's funny when I getr hit by ds cause it does nothing.
DS is a completely fine perk. I still see it used a ton by some of the best survivors in the world. You need to use a bit of foresight though and go down in a place where you can escape from.
OTR = hey mr killer, if you try to get an ez win by tunneling an off hooked survivor, I guess it makes sense that he should have a way to defened himself from your ez win strat isn't he? also if you take the inital BT hit straight off hook, this perk is useless(other than the Iron will effect).
That Iron Will effect is insanely strong. OTR is an amazing perk for...oh man, so many reasons.
Keep in mind you can chain an OTR into a Dead Hard into a DS.
I don't count these as 2nd chance perks
Shrug. You are free to count a bag of Jelly Babies as your dinner, but it won't stop you from being constipated.
since they're only being used if the killer tries to take the most easy and efficent strat to win a dbd game - tunneling
Then they are, by definition, second chance perks. That's what a second chance perk does.
DH - old DH was busted, nowdays, it's very strong on pallets BUT, most of the times you can get them out if you bait it pretty easily, most of the time they won't reach to a pallet and even if they do many times u can time the hit and still get them after the animation is over.
DH is a high risk/high reward Ex perk. You need a bit of skill and a bit of luck to pull it off, but it's insanely strong when you do. And it also gives enormous passive deterrence, the killer will frequently waste time trying to bait it out. Go watch some Ayrun games if you want to see what this perk can do in the right hands.
Also, It's not a true 2nd chance perk since if the survivor brought SB/BL/Lithe he would get a 100% distance guaranteed from you, DH is a risk, sometimes it won't give u any value and they basically did a chase with no exhuastion perk to begin with( if you're a competent killer, it should be most of the time for you).
Once again, you are free to try and define things out of existence, but it won't change reality. SB has a substantial trade-off. Lithe is quite map/RNG dependent. BL is like Lithe, but more so.
Unbreakable - If you decide to slug survivors, making them not being able to do anything fun just to get pressure, you have to realize this strat must have a counterplay, unbreakable is an healthy perks that most of the games won't even work.
Slugging is completely fine unless you're doing it to BM. It's frequently the only way to win games (go watch the recent community cups if you want to see what I mean). UB is a fair perk though, and I...cannot recall the last time I saw a QQ thread about it.
Adrenaline - works only if you team does gens, until that stage it gives no value at all and if you're not being in chase/injured at the end game, other than the speed you get pretty much nothing.
...What?
That speed is amazing. And it'll pick you up if you're slugged, or heal you if you're injured or come off the hook.
Honestly, I don't see the point of this thread. All you're trying to do is paint a lazy strawman of killers, define things out of existence and downplay every single perk you name by going 'well, what if x?'.
DS is fine. UB is fine. OTR is fine when it's used as an anti-tunnel perk, but it generally works as a free bodyblock. DH is probably borderline OP. Adrenaline is and has always been a busted perk that pretty much negates the entire endgame.
Keep in mind you can chain an OTR into a Dead Hard into a DS.
Wrong order, there. OTR, DS, DH.
(Also I will argue until my fingers drop off that DH isn't high risk; you don't put anything extra on the line to use the thing)
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323588#Comment_3323588
I play on an OLED screen, which makes for very dark blacks (as the screen is literally turned off in those areas).
... I really don't see how that can make visibility worse, though, on a non-OLED panel we're still talking 'the game is sending no information to the graphics card to render there', and I've never thought Midwich is particularly poorly lit in the first place.
Like, yeah, an OLED can do true blacks, but whether you're playing on an OLED or a cheap old twisted pairs LCD, there's either something there to show or not. xD
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Is it? I've never had any issues seeing anything on midwich.
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@Akumakaji said:
As far as I recall there has been a lot of asking to revoke the stun to the old 5s, even from the killer community. While in the past getting stunned from DS was a constant thing to keep in mind and play around, nowadays its just a nusiance and can be basically ignored in all but the most special of cases. It was only the 100% free escape during EGC that rubbed a lot of killers the wrong way, with lot of situation were they had absolutely no option of getting a kill and everyone got away scott free.
The deactivation during EGC would have been enough.
Not sure I'd look forward to seeing people running DS, OTR, DH, and... I dunno, Adrenaline or Unbreakable? Just wanting to maximise the amount of body blocking they can do.
... not sure how effective it would be, but in terms of sheer annoyingness to deal with.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323557#Comment_3323557
I think you're thinking of the DC (Disconnect) timer, not the DS (Decisive Strike) timer.
I love the idea of a survivor getting a cup of coffee as part of using a perk though.
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Resilience, just because of that niggling question about whether you really timed that swing wrong around a vault.
And then Boil Over, because doors. And next patch we get great wiggle checks buffing wiggle and boil over existing together, oh fun...
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323516#Comment_3323516
That still requires that just the right people are getting unhooks. As someone who runs a healy-dealy build often, I can tell you that it's not nearly as reliable as it sounds. There's plenty of matches where injured survivors don't actually get a chance to heal, or don't find me for healing, despite using Empathic Connection.
Yeah, but that's the SWF/Solo divide for you.
And let's be fair, if there was some thought put into limiting speed-up stacking (of repair speeds or healing), would it really affect solo queue players much at all?
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@HugTheHag said:
Honestly, it takes so much circonstances and preparation, it better have a good payoff.
I think the more important takeaway is that it emphasises how much effects can be stacked. Yeah, nobody's going to stack for 2s heals. But stacking a couple of those--a purple medkit, someone bringing CoH, maybe having We'll Make It--and suddenly you're healing at 3x normal speed.
For 2 perks across an entire team and one item.
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323416#Comment_3323416
It takes mere seconds to get out of tier 1. This an overblown argument people make against Myers. It's rare to be starved badly when in tier 1 as you can sneak up on survivors and get very close a lot. Depends on the map sometimes.
It's still a Killer-sided slowdown where on a lot of map spawns you're delayed in even getting over to where Survivors are to begin stalking.
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Could you not have come up with a better way to record? I know consoles can clip, lol.
Anyway, it does kind of show how out of hand the stacking can get on some things. Healing and gen repair especially should not be able to stack so many things (to the point where you somehow have more effects going on than the Killer has perks and addons total).
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322820#Comment_3322820
For the Killer in essence it's akin to a choice like a Pallet, but a bit less restrictive for Killer movement by allowing the Killer to Vault it as well.
It's a non-loop-able Wall Section until a Survivor makes the Choice to turn it into a Vault, and if that Vault turns out to be problematic, the Killer can Break it back to being a Wall (That can't be reset)
But if they don't care or their Power/Perks circumvent or benefit from it, they can leave it. Generally speaking you could just always slap it when you see it. Just that it won't always be up at the start of the match given it's up to Survivors to set it up in the first place. (If it's even there).
No, I mean it mean Killers now need extra button assigned to making a choice with a prop, which would normally be reserved for their power button. That's not great; it starts to make the control scheme overly complicated (and it means that the usual break/vault both being on the same key isn't true any more).
Or we enter silly "swing at map elements" land again.
Not to mention, uh, this is still just a pallet. Without the stun.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323227#Comment_3323227
Ok it pulls you off the gen pressure, killer has a lot of stuff to pull survivors off gens? Legion for example makes me jump off gen to mend. So why shouldnt killers have to be pulled off their job
Because that's not the Killer's role? I think you're misunderstanding the point of an asymmetric game, here. The Killer is not the one that's supposed to be given other things to do, because they have to contend with containing the actions of four other players to try and win. Those four players are driven off their main objective, because that's one way the Killer has to try and do that.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323123#Comment_3323123
Sorry little confused here I thought bless takes like 14 seconds ?
And there are four survivors. Who aren't being pressured if the Killer's busy dealing with a boon.
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@Firellius said:
Why do Survivors get all the second & third (Dead Hard) chances?
If you check the left side of the screen during the match, you'll notice that survivors are -supposed- to have three chances.
i mean I'd love to, but I have to try and remember who has what chances left.
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@Warlord1981NL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323132#Comment_3323132
Well, between how many perks there are and how many of them are actually used... There's a bit of a gap there...
A problem that only makes it worse because look at all the perks that are used and how scattered across the game they are. What, you want to play someone else? Nah, go level these specific people.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323078#Comment_3323078
There's almost always plenty of time to wait on Nurse. And it's usually fairly easy to tell when they have it by looking at their head position. Nobody is timing up a DH if they're not looking at the Nurse. And the only reason they're going to be watching me and not looking in front of them is if they're trying to time up my swing.
Spirit should get out of the habit of swinging out of power anyway. There's no real reason to do it unless you're at a window or pallet. It's a really bad habit.
But it's a score event (not really a good reason) and funny when it catches someone right as they're trying to double back through me (also not a good reason, but still fun).
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@Zephinism said:
I've tried multiple times to get friends into DbD but its always the same nonsense. They do the tutorial, then get tunnelled out of a few games and never play again.
https://us.v-cdn.net/6030815/uploads/DZXU8DZ75XFF/screenshot-11.png
8 have played DBD in the past 2 weeks, 5 of which likely played for 1 game session. 37 other friends haven't touched the game.
I logged in to DBD and I have 0 friends in game. Introduced 2 friends to DBD in June 2022, they both last played on the 23rd of July 2022 lol. I'd love to hear from new players what made them stick to the game.
I really liked the way Pinhead's power seemed.