RedPoncho12
RedPoncho12
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- RedPoncho12
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Comments
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@Hannacia said:
I stopped using exhaustion perk as well. Chaos mode teached me to run without 1, or showed me its not always needed. Sure it can prolong the chase a bit but i rather use healing and aura reading perks.
exactly. Hell, I sometimes forget I don’t have perks set on certain characters for challenges and I do just fine without any perks.
@AggressiveFTW said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747624#Comment_3747624
I never feel like I show my true skill when I use exhaustion perks, I feel like they are so strong that it looks like it's carrying me in one way or another.
I agree, I feel like I’m playing easy mode and having to use way less skill when using exhaustion perks.
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bloodhound is great. People rely way to much on exhaustion. They are overrated perks. Slow downs still aren’t necessary but by all means use them. Day dreaming of monto and noob3? Yea, sure I gues? I miss those guys because they were funny
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747588#Comment_3747588
I’d actually want to throw all of it into a comp mode and see what rises to the top.
interesting. Do you think they would start to balance things more so based off of comp mode though?
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@adam1233467 said:
You guys literally want to go against 4 slowdowns every single game
what?
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@a105 said:
why is this event so sweaty, every match on both sides get nothing but tunneling killers running quad slowdowns, franklins weave attunement, and then the full blown gen rush survivors. i thought events were supposed to be chill good times
Just made a small post about weave and franklins… I got some (guessing killer mains) people seeming to get real defensive about the build. The build is a bit busted and especially during this event on top of all that
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@HerInfernalMajesty said:
If a comp mode were to exist how would you want it to be? Highest mmr with and against highest mmr? Instead of putting one expert, two intermediate, and one novice on a team?
Perk bans? No limits? What would a comp mode look like to you?
yeah probably no perks, items, addons, and probably only specific killers could be used (not sure about that part but perhaps), and less RNG based map generation for tiles to level out the playing field to some degree. I’m not sure though
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@supersonic853 said:
Any reason why? It requires 2 perk slots and the survivors can literally control what you see.
I’ll give you this much of an explanation. it’s a matter of solo ques, newbies, etc.
yes, it has counter play but mostly for a swf which is not as common as people are led to believe. That’s it. That’s all you get.
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@Iron_Cutlass said:
Are you going to add to this? Share with the class maybe? Elaborate? Explain?
Surely there has to be a bit more here than "way too nasty, please nerf"?
Buddy, relax
no, I don’t feel the need to explain and to than have a full on discussion about it. I put out my 2 cent and if you haven’t yet understood why I made that statement.. than you will soon find out if you have played with and against it as much as I have. I’m not asking for a nerf… I’m just predicting it will get nerfed. May not even get nerfed this year… but the time will come I’m sure of it.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746574#Comment_3746574
Define fair game, because old hillbilly wasnt fair either. He was incredibly easy to beat and even if the killer player was really good if survivors brought certain maps or just knew how to loop you were done.
Yes there were some specimens that somehow managed to get 4kd by old billy, which is just...LMAO. I dont think its fair that if a good survivor team versed an usually good billy the billy will lose.
I agree however current billy is incredibly strong, specially against soloQ, who already has trouble against trapless trapper.
bro you clearly don’t understand old Billy. Old Billy was peak in performance and balance. Over heat mechanic didn’t hurt him and over charge barely helps him. Saying old Billy was easy to beat makes me want to horse laugh. Billy is the type of character that can shaft you if you give him the opportunity too. Those who dc against him need to get a grip
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@MalekithHatesSnow said:
If you don't do any objectives so destroying a totem (not just tapping it), gens (you have to stay on it for 10+ seconds) opening chests etc for say 2 minutes your aura is revealed to the killer and you become exposed
bad idea
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Yea I’d maybe say this over my original statement about broken keys and glass beads. I’d like to be able to not have a bloodpoint cap with the ability to drop every thing I have on a character at once with a fair prestige and level up value
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@VomitMommy said:
Let me turn off profanity filter.
oof, end game chat on every platform with profanity filter off would be great
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@FridayNightPizza said:
Make brighter maps like Coldwind darker.
I’d like that. I don’t mind how they are but I would like that
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@ChaosWam said:
I've been mostly playing for points, sometimes kills depending on what the survivors do.
Survivors playing like comp teams sucks, killers playing like comp killers sucks. But, the fun matches are the more chill ones as you said at least. I don't mind losing if the players are at least respectful, and unfortunately I've seen the worst of both on both survivor and killer.
yeah during this event my goal isn’t to survive but to get a decent amount of saves and gens done. On killer, I’m at least trying to hook everyone twice or get max 2 kills. Those are chill games but folks are playing sweaty
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”let’s make huntress again but throwing stuff requires no skill and make them regular movement speed”… *toxic players come flooding in*
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@duygu said:
I would add an option to disable chase music
hmm, that would be interesting. Just curious, but why
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yeah I got bled out 2x last night and for no good reasons as far as I could tell. We weren’t toxic and my mates weren’t any good so the killers were wrecking all of us. They should honestly just at least cut the bleed out timer down by a quarter of what it is and take blood points away from the killer as penalty
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@Bloodwebs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746383#Comment_3746383
interesting. I'd rather wait 30 minutes for a game than have an unplayable game though.. :( hopefully it's resolved soon
I totally understand. I’m not sure what server region your in but that could have an impact on your experience if you’re outside the USA
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Yeah but if he doesn’t hit you (which in most cases from a long distance chain saw spring is likely he won’t) than him getting close to you and getting the cooldown he gets before he can m1 does gives survivors a good amount of distance on him to make it to a pallet unless the surv ran into a dead zone
@Aven_Fallen said:
Yeah, some slight Nerfs are warrented. IMO those things can be looked at (not saying that all of them should come):
Cooldown Add Ons —> I still think that he should not have Cooldown Add Ons. Those were bonkers back then and one of the few things (aside from Chargetime) which should have been nerfed. He should sitll not have them back.
Cooldown after Overdrive —> Billy should have a slight Cooldown after being in Overdrive so that he does not generate Overdrive again immediatly. Currently you can farm it pretty good by leaving chase and it should be a bit less common. So that he has to spend a few seconds in his "base Form" without generating Overdrive, before getting it again.
Terror Radius Increase —> A reason why Wesker has 40m Terror Radius is that his abilities allows him to close distance very quickly. The same applies to Billy, even more I would say. While he has his Chainsaw, in Overdrive you have like 1 second to react after hearing his initial Terror Radius before he is on you. So I think at least during Overdrive he should have a bigger Terror Radius.
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as far as add ons, I can’t speak on what needs to be buffed or nerfed because I don’t use them. I’m not one of those “chain saw hit only” types either
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@Sandt1985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/418298/does-billy-need-any-slight-nerfs
Nope. Not even a little bit. He's strong, but more then managable
couldn’t have said it better. To add to that, If they did want to nerf him than yea make it hard for him to get his overdrive. I hadn’t noticed the turn rate buff while playing against him or as him..: as that buff has just came to my attention. If I hadn’t noticed that buff when 4 years ago all you would see is spirits and Billy’s… while I also have about 500 hours on him…. The turn rate probably isn’t an issue. So I don’t think that would be a necessary change
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prob cause the population of players might be so unevenly distributed at certain points that it’s causing the servers to merge to help reduce wait times as they’re already a bit long in some regions and at different times of the day for the regular game mode and event mode
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746219#Comment_3746219
I'm very mixed with Billy mainly because I feel like I'm having more fun in chase when he's not in overdrive, I feel like I have a chance, but when overdrive kicks in, it's instant death because I have no time to react because he's so fast.
His ability to have overdrive so much is honestly what makes him sometimes annoying to verse.
I love Billy. Always have and always will. I don’t like his overdrive. They should have left him as he was before they tried overheat and over charge. People who don’t like him are probably not playing against him properly
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lol I love when people complain about waiting 5-15 mins to get a game. Anything above 5 mins I think is a valid complaint these days… BUT no one remembers how long it used to take 7 years ago to get in a game. For example, when this game released on console (after it had already gained some momentum on PC for a year) it could take you up to an hour and a half to find a LOBBY. There had been few occasions where it would take my friends and I 3 hours to get in a game. Then, maybe 30 mins before everyone joined in and you just had to hope that the killer didn’t leave the lobby before it could fill up. this is because at the time we didn’t have dedicated servers and if the killer (host) left (before the match) you would have to restart the process. There also used to be an issue where you could get a bug, whilst the game would say you were searching for a lobby, you’d never actually be searching for anything, and you’d waste SO MUCH TIME BEFORE YOU REALIZED IT. there was no real way to know based off “gah we’ve been waiting awhile” because it naturally took so long anyway. So you’d wait about an hour, realize you were bugged, restart the game and wait 5 mins for it to load up the main menu, invite your friends back, and than wait another half hour (unless it bugged again). There was many times that I’d come home from school at 3-4 o’clock to play until 2am but would only get to play as few as 4 games and as high as 7 games as night based off matchmaking/loading times
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no. He’s fine. Always has been. They should have basically left him the same as when he came out
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@Darkest_Night said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745836#Comment_3745836
As awesome as that would be, I think that'd end up breaking the engine. It wouldn't be able to handle all the perks switches at once
maybe you’re right, I dont know. Perhaps instead of all at once, you would have 1 survivors perks change every 15 seconds (to help the engine not overload) so that way the survivors perks change every 60 seconds but not all at the same time.
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@humanbeing1704 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745887#Comment_3745887
it’s cool getting a bill cosmetic again I thought he would never get one again
preach. Bill is my man
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I think insta hooking is a bit much and the insta heals survivors get on occasion is a bit annoying (even as I’ve only played mostly survivor with my buddy throughout the event).
I’ve had a lot bad mates and people giving up start of the game for various reasons. Perhaps next year they’ll make the event change your perk load out every 60 seconds or something instead of having random (almost) game breaking mechanics come into play
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@Dwight_Fairfield said:
These players are rare in my experience so far but the few I have met have been great.
same
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@jezebelthenun said:
Well, it's finally happened. I've become so frustrated that I made an account here to vent.
I've been playing since 2016, and the amount of tunneling I've seen in this event needs to be discussed. It has been, without exaggeration, 9/10 games. When confronted in EGC, they always just say "Calm down, I'm just playing the game". I don't play an anti-tunnel build because it shouldn't be this much of an issue. If I have to waste 1 to 2 perk slots each game on anti-tunnel perks, it's a bigger issue in general that should be dealt with. I don't get BNP, toolbox add-ons, or even toolboxes in more than 50% of my bloodwebs, but I can be tunneled out of 90% of my games. I've even taken to playing gentle killers who chase and release during the event just to spread BP and let people have fun, because they might not otherwise given how toxic killer mains have been lately. It's just a bummer. As I said, I've been playing a long time, but it's just ridiculous lately.
I’ve had the same issues. I’ve had so many games (partly because for some reasons my random mates are really bad at the game) but the killer will end of killing everyone within 5 mins or less. It’s just like “bro, you had the upper hand…. At this point Mr. Killer just drag the game out so we make good use of the event and cake bonus points”
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they should buff those other killers you mentioned. I agree, certain killer could be taken down a slight notch. I’m not too much of fan any of the recent killers over the last few years as is but I don’t see them all the time anyway
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@Coffeecrashing said:
And people used to use it with Dead Hard, which is an exhaustion perk, because the survivor has full control on when dead hard is used. The perk should inflict exhaustion, to prevent this combo from happening.
And now people will use it with background player too, which is also an exhaustion perk.
yeah, I think it should perma exhaust if you’re running IW. I really like the idea of using one or the other with iron will and exhaustion perks. I want old IW back especially since I don’t ever use exhaustion perks anyway. They feel like too much of a crutch at times for me and aren’t really my play style.
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again, I keep seeing people who are mistaken me for saying he’s hard to play against… when what I actually said is he’s just annoying to me.
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tbh I’m not crazy about the change. I personally really enjoy when playing killer that in some games I have to be conscious about where I death hook survivors, because I may create a dead zone. Say, if I did make a dead zone and the survivors use it to their advantage then that is on me, not the survivors. I also feel like if it was ever felt like dire issue to me than I’d run perks like iron grasp, but I’ve never felt it was truly an issue. I’ve always kind of enjoyed that specific aspect of the gameplay, but I understand why they’re doing this. So, in the long term I think it is probably going to be a very positive change for the game. Now, I’m not sure if 60 seconds is a long enough timeframe for the hooks to regenerate but we’ll see in the PTB
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@Nameless said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745511#Comment_3745511
You must have some amazing settings on that headset of yours if you're able to distinguish breathing sounds of survivors while the chase music is blasting through your ears.
dude facts. If they feel like breathing is the only way they can track a survivor in Chase than they got major skill issues
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@TheArbiter said:
Not sure what you mean by "overcomplicated" but I understand that some people wish he had a different power, personally I'm cool with his anti-loop as it provides for good counterplay during chases, especially when turrets are setup around the map.
by over complicated I mean that killers shouldn’t need so many different tools to use. Make one strong and leave it to that. I don’t like when killers need multiple things to be decent. I didn’t that he wasn’t easy to go against. I’m saying he is annoying.
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744756#Comment_3744756
I tried it only Laurie a few time and it seemed to do nothing, but maybe I gave up to early.
oof… Laurie is just a moaning megaphone in general so I can see what you’re getting at lol
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@Nazzzak said:
This is what it should have been after 6.1. It didn't need both the 75% and Exhaustion requirement. It should have been one or the other. I'd have actually preferred it be the other way - keep the 75% and remove Exhaustion requirement - but this works.
I’d disagree but that’s a valid point to make
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@Xyphus said:
I can live with the 100% as long as it doesn't silence footsteps also again
I didn’t know it did that to footsteps. See that would be broken but grunts of pain on top of exhaustion… it’s balanced. Strong, but balanced
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@Rovend said:
Where can i see the new changes?
look for developer update on the website. If you still have trouble finding it than look up dbd news on instagram and they’ll have the link in their story
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744674#Comment_3744674
In my experience it was only good on the already quieter characters.
nah, I main Bill and for him it was very useful even at 75% because he’s so loud. On quieter characters, yes, it’s more effective but doesn’t mean it was useless on those who aren’t as silent
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744691#Comment_3744691
Same here. I even said that they can just make Iron Will cause perma-exhaustion to make the Survivor decide if they want to use Iron Will for 100% Noise Reduction or Exhaustion Perks.
But this does roughly the same since you cannot really use Iron Will effective when using an Exhaustion Perk. So I doubt it will be as popular as before, but more popular and especially more useful.
yeah, I’ve said I think in another post about it too. if it really is too strong than give one more slight down side and give the killer a slightly lessened version of the bloodhound effect on the survivor who is using it. Doesn’t need to make the blood as bright red as blood hound does but just gives it a bit of a boost in tracking. Although, I don’t think a bloodhound effect would be needed at all. Iron Will isn’t to strong ant 100% and exhaustion perks being unusable while running it seems completely fair to me.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744681#Comment_3744681
I don't think people realize how impactful this change can be in the current survivor meta. The current meta is already hold W until completely zoned. With Iron Will, you remove any audio input the killer had to tell that a survivor was even still at the tile.
yes, but the meta on either side isn’t over powered. That’s my opinion. Still a few things I would change for balance purposes in the meta, but everything would be a minor change. Again, their are still plenty of counters to iron will at both 100% and 75% reduction in noise
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@Aven_Fallen said:
The best thing for me in this Patch. And it is still weaker than before, since it still disables when exhausted.
But anything below 100% noise reduction is just pointless. (Unless you play against a Killer without Headphones, but come on..)
I don’t ever run exhaustion perks so this doesn’t bother me that they made it counterintuitive to run it with those type of perks.
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@SleepyLunatic said:
this is the exact mindset why solo q is so trash
agreed soloQ can be bad when people play selfish. I personally don’t play selfish unless another survivor is shafting me for no reason. If you play solo, you should play as if your teammates are buddies on the other end of the mic. You have to play as a team to have a greater chance of escape, plain and simple. Having the mind set of “I’m only looking out for me” in solos tends to get you and everyone else killed
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of course, god bless you man
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you’re right
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agreed
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@[Deleted User] said:
Iron Will was by far the most annoying perk in the game to me when it was at 100%. Audio should be a consistent mechanic. Really bad change IMO. I don't think the perk should exist at all, let alone at 100%.
nah, you don’t rely on sounds of pain all the time. Relying on perks is one thing but if you feel it’s annoying than there are plenty of perks to help counter the lack of grunts