ReikoMori
ReikoMori
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@TWiXT said:
Originally the devs did this because of Legion. Legion introduced the Deep Wound Status, and through their initial base kit, could also take chunks of time off of the DW timer without any penalties. This made games against the Original iteration of Legion mindlessly exhausting as survivor, since all a legion had to do was go into frenzy, and tunnel down the survivor closest to bleeding out by the DW condition. The devs realized their mistake, and made MANY nerfs and adjustments to correct this, including removing the DW timer information from the killers perspective, so that this kind of Hard Tunnel/Harassment style gameplay wouldn't become the defining method of play for the Legion. This debacle however forever changed how the devs worked powers going forward.
For the most part, If a killer is being restricted from knowing how their power is affecting survivors, it's to keep that killer from tunneling a particular survivor down. Onryo for example: In her current iteration (which won't be around much longer), If the player knew which survivor was closest to being fully condemned, they'd zero in and focus only on that player, forcefully building stacks of condemnation, until the inevitable down and insta kill, and you can't tell me that they wouldn't. Same goes for Wesker, as knowing who is closest to becoming fully infected/hindered would make him a real menace to 1 survivor in particular at a time, and overall make the game a lot less fun for his victims. Pig in particular would be VERY nasty if the player knew how close the survivors RBT timer was to popping their heads... I can totally see why that information is withheld from the player.
However, this really only applies to Killers that have the potential for heavy harassment or Insta-kill abilities, for other killers it's not even necessary. Take Plague: I see no difference in her ability and Ghost Face or Shapes Stalk ability. Both her Infection Power and Stalk build up a meter that leads to a 1-shot down condition on the survivors, but for some reason, the devs let GF and Shape See how far the progress is, but not Plague? None of that makes any sense, as Just like with GF and Shape, Knowing how close the survivors are to being 1-shot down doesn't change the players tactics or force them to focus down anyone they weren't already after, Nor does it allow Plague to end the Game Early with any insta kill mechanic.
It doesn't make Sense for Freddy either, as he puts survivors into the dream state upon hitting them anyway, so why hide how close the survivors are to slipping into the dream state on their own in the first place?
Overall, The mechanic exists for a reason, but the Devs have become far too cautious with it. For Onryo, Pig, and to a lesser extent Wesker, It makes sense, but for Plague, Freddy, and yes, even the heavily nerfed Deep Wounds State that started all of this nonsense, it simply doesn't. I feel the Devs should take a deeper look into what constitutes a Power with information that SHOULD be hidden from the killer, and what doesn't, and make corrections where they're due.
Uhhh... Killers can see the deep wound timer still. I literally just saw it a couple days ago when messing around with Deathslinger.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490326#Comment_3490326
Sure, they'll adapt. I doubt it'll be fast if they complain about Decisive Strike stunning them for five seconds after tunneling (the whole point of the perk).
That's a gross mischaracterization of the issues surrounding Decisive Strike at that time.
An unconditional 5 second stun that was often being weaponized by overly aggro survivors who would refuse to jog on after an unhook and instead actively force their way into a tunneling situation that otherwise would have likely not happened to them got that perk nerfed again. Especially considering by that point it had already been taken out of the Enduring stun reduction pool which meant it still resulted in undesired lose/lose situations.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489854#Comment_3489854
shes the worst killer in the game.
She's really not. Don't misunderstand she isn't strong by any stretch of the imagination, but she's definitely not the worst. The amount of value she gets from being able to bypass bothering with hooks and just outright kill you is not to be undersold. She's bad, but she isn't worse than Trapper just mediocre.
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@humanbeing1704 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488924#Comment_3488924
Here’s hoping this is the year we might get console ptb lol
That functionally isn't possible.
DBD's ptb requires patching over the game every single time they do one. On steam we have to first opt in to beta then the game auto patches itself to the ptb patch. PTB patches are on saved live game server images that are made a couple weeks before the start date of a ptb. On pc this is fine as you're not really super limited to how or when you want to push patches and hotfixes to your game. On console this is very different as every time you want to patch your game the platformer owner requires you to have your patch verfied and charges a fee for as well. It's time consuming and prohibitively expensive to do that for something that is temporary. This is why almost all games don't do PTBs on consoles and only do them on pc where they have much more freedom to patch and hotfix at will.
Things might be different if DBD maintained a public test realm server that was functionally a separate downloadable game for consoles, but even then you wouldn't get the same level of interactivity that a pc based test realm would. I was told recently in another thread that Minecraft does ptb stuff on xbox, but I guess that comes down to being own by microsoft and thus not needing to worry about time priorities and patch certification costs since it's all under the same company.
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@KblokoBR said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488970#Comment_3488970
I was afraid of P100s but i faced one that seriously, looked like was his first time playing, 15 second chases, i know its only a case but make me loose a bit of fear of them.
I don't fear them, I just don't like the attitudes of the p100s I've encountered. The people who I would expect to be inclined to play out games and not get so tilted at the slightest mishap that they feel the need to get particularly hate are people with high prestige or lots of hours. Yet, they be the ones who behave the worst.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489736#Comment_3489736
Surely you realize there's an implicit bias at work here if the conclusion you're drawing is that Eternal must not be that good. This is a team that has won 70+ tournaments and features players with nearly 10k hours who were held in a march for 50 minutes by a player with 800 hours. The killer totaled 4 *hook stages* in 50 minutes. And the conclusion you're drawing is that, clearly, the survivors must not be that good and the killer power is fine? Come on. This is completely disingenuous. It's not some sort of identity crisis.
I see it like this: As good as Eternal are I expect them not to be held hostage by a 3 gen Merchant. If you have that much of a numbers, time, and skill advantage I expect you to know how to break up gen clusters preemptively. If you're the best in the world and folks going to call you as such then expect folks to hold you to a higher a standard. I'm not saying they should never lose, but 3 genning as a strat has solutions to it, the addition of Merchant to equation necessitates making sure that you break things up as soon as possible and apply as much pressure as possible even if that means just yoloing.
I'm not gonna sing their praises about how great they are and how busted Merchant is when clearly they didn't execute on the day. I do not care about Eternal or any comp DBD team, I care about results and the things that led to the outcome of said results. I do not care about their accolades when there are people far less invested in the game than them managing crack a heavy 3 genning Merchant. It ain't like I've not seen the problems that she has that makes her function the way she does and how it is extremely negative for the game to be allowed to continue.
3 genning is a problem, Merchant's kit is also a problem, but Eternal also just flat out let her get away with doing the problematic thing. That's all there is to it, like Hens doesn't need to belabor the point that something is very wrong with aspects of her power design, it's obvious. Eternal losing to it when being at such a statistical advantage and basically having none of the typical issues facing the average pub survivor team is a failing more on them than Merchant's design or the person playing Merchant.
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@Aven_Fallen said:
All the Survivors fault that they went into this situation. /s
I mean, this cannot be more clear how problematic Skull Merchant is. This is a non-tournament player against the best team in the World. They will probably win all of their games if they play this Build in normal matches.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489709#Comment_3489709
Yeah, I also said this right from the start - she should be killswitched and reworked. With a Refund-Option if people dont like her new design.
And I never said this about anything in this game. But Skull Merchant is really the worst design. I dont really know how they thought it was fine when they tested it.
There is really a big difference between 3-genning and not 3-genning with her. When I brought her to P9 (and I will never play her again), I did not 3-gen from the start. However, when there was an opportunity and I was about to lose, I used my Drones. And even if it was not a perfect 3-gen, it is laughable how much the game shifted from me almost losing to me winning without a real chance for the Survivors. And how long the games took because of this...
Imagine that! Using your power to help you win, helps you win. It's almost like everything about her is stuck in her drones and not using at all or using them outside of the most optimal way heavily impacts her ability to function.
I play Skull Merchant as a stealth chase killer and that has only really been possible thanks to running two purple addons. Trying to do that without purple addons was significantly worse meanwhile 3-gen is extremely effective since you get the benefit of your power most of the time and can be done without using any addons. That's the problem that needs solving and it doesn't require killswitching a killer or even absolutely decimating her kit to the point where a refund option is necessary.
If this team is the best in the world and still got held for nearly an hour by someone with far less experience than them then I would question whether or not they should be called the best in the world.
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@SkittlesRus said:
After brainstorming many ideas and licenses I'd love to see represented in the fog, I thought of one that although may seem silly would still fit within the realm. I raise Juliet Starling from Lollipop Chainsaw as a survivor for DBD. Juliette fits the age range being 18, meaning she's fit the category of Laurie and Legion. A unique aspect now with survivors speaking, she could speak with Nick's severed head (in her respective game she decapitates her boyfriends head to save him from becoming a zombie, then performs a ritual to keep him alive while he sits on her waist). We could see any range of potential perks since she comes from a family of trained zombie slayers, while being trained in magical arts, and she's a highschool cheerleader. Boons, Teamwork, running, maybe even some generator perks? Juliet has a range of untapped potential with Cosmetics as well, with many being anime references in her own game that could be represented in dbd, maybe she could wear something that Adrianna's father published. Just food for thought, but I truly believe she could be beautifully represented by DBD alongside great promotion for the remake coming later this year or early next year.
Make an entire chapter with Juilet as the survivor and one of the Dark Purveyors as the killer.
My personal preference is Mariska the Psychedelic Rock Zombie.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489105#Comment_3489105
I mean while I don’t agree with the OP I have to say that Shape and Ghost Face don’t really have to work that hard for their exposure. They can fill those meters up really quickly. Ghost Face can get revealed but that won’t negate his stalking meter - only temporarily disable his power.
That's their entire power though it isn't like they have anything else to fall back on or do power wise. That's sort of the problem with being an old school slasher villain, most of them were just guy with knife who somehow never gets caught knifing. Ghostface was at least sneaky which translated into having an active stealth power, but Myers just exists as a 7 foot tall dude in a bleached William Shatner mask and blue overalls who someone despite all this working against him is the single stealthiest human being to exist in the Halloween universe. Myers gave us not a lot to work with, but ultimately that made him perfect. He is the ultimate guy with knife and his power is to stab real hard. There isn't much else you could give him.
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@LUSHEPPARD said:
Killers are way to overpowered compared to the old days. Most of them have a big a f hit box, nearly every perk includes locking all windows or palettes, seeing the survivors aura like every second. Boba’s Chainsaw attack is like 20 seconds, and all killers do get special powers to actually one hit you. DBD really turned wayyyyy to pro-killer sided
Killers aren't stronger than they were in the old days. The strongest killers are literally killers from the "old days" while newer killers are orders of magnitude weaker.
Almost every killer's hitbox is normalized to be about the same which is larger than survivor. The hitboxes of survivors are also a fair bit larger than there actual character models and always have been. Basic attack hit boxes for killers are definitely normalized to being the same you only really see variations in the m2 attacks.
Skimming the wiki there seems to only be 4 perks that block windows and/or pallets. Killers do have a lot of aura reading perks, but so does survivor and survivor's aura reading is less conditional than killers.
Bubba's Saw doesn't last anywhere near 20 seconds. Each charge gives him 2 seconds of his saw actively being a threat and at base he has 3 of them so that means he can saw for 6 seconds assuming you don't mess up the timing of using your charges. The most amount of time he can continuously swipe with his saw is 8 seconds before he's forced to stop.
Most killer don't have instadown potential base kit. Some killers don't even have powers that are capable of downing someone at all. A few have instadown via addons that also greatly cripple the utility of their power.
The game's probably the most evenly balanced it has been currently as it doesn't really favor either side very strongly across the board.
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As far as I know, the answer is yes your MMR is gonna go down.
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488970#Comment_3488970
You contradict yourself but okay.
Explain how I contradicted myself.
I don't care about winning, I just want to have fun and get bp. I don't find games that are artificially sped up by toolboxes fun. I don't find getting called slurs and people rage quitting because their ego is massively inflated due to having spent a ton of bloodpoints a single survivor fun. Nobody enjoys staying places that makes them feel bad or off and SWF requires me to get into a specific mindset that I don't really enjoy putting myself in just to keep from getting completely ran over in this game.
I play DBD casually and I want to play in matches that are casual. I want to play in matches where I can learn different killers and mess with different builds without feeling like crap most of the time before getting to actually have fun. Sometimes that requires me to dodge a few a lobbies or go play my best builds and killers which after literal YEARS is quite boring. I'm not a sweatlord or someone looking to steamroll, most of my games regardless of lobby end in 2-2, but if I'm not selective about my games I just end up being overly stressed for no reason. I'll put up with the extra pressure in fighting games because I take those more seriously, but not doing that for DBD anymore.
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Toolboxes- I refuse to deal with them in almost any capacity.
Backfilling into a swf when I'm not mentally prepared for that level of play
Bad Vibes- This isn't a joke answer, some lobbies give me bad vibes and I just leave.
Sometimes P100s- I know prestige isn't an indicator of skill, but I've a lot bad endgame experiences with p100 survivors being just the absolute worst human beings and they're usually pretty jerk mid game as well as a lot of p100s I've faced will exit game on hook or straight up DC if they go down first. So sometimes I just won't even bother playing in a lobby that has one.
Are these good reasons? To me, yes cause I want to enjoy what I'm playing. I ain't got that dog in me for DBD like I used to have back in the day and just want to have some fun and get bp. So I'll dodge till I feel comfy with the line up as not really concerned about winning.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488933#Comment_3488933
They kinda do.
There's numerous bugs that have never been fixed. We still haven't gotten controller settings and BHVR continues to design Killers that are extremely difficult to play on Console.
That's not even mentioning the monstrosity that is optimization .
We don't exactly have a wealth of controller settings on pc either, we have the option to use mouse and keyboard though which takes the sting outta that issue. I can't necessarily speak to the issues of difficult to play killers on console all that much because the killers I play the most are actually very controller friendly. I know Singularity's dog water for controller users and I remember some complaints about Trickster being a bit of a bear on console due to his recoil in Main Event. Outside of those cases and maybe the flick gang most killers are controller friendly.
I can't speak to console specific bugs as that's not my area of expertise for this game. I know of general long standing bugs that exist across all platforms, but little about console specific bugs outside of things related to netplay or stability.
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@versacefeng said:
Majority of the player base is on console. Which is crazy since BHVR treats the console player base horribly.
I wouldn't say they treat them horribly by any stretch of the imagination.
This game doesn't run that great on pc which has variable configurations, so to expect it to run particularly well on ps4 and xboxone is a bit of a stretch. That isn't an excuse, but like both of those platforms are kinda known to be issue-laden messes unless you're really optimizing your game to run at the low-spec minimum. Switch is criminally under powered because Nintendo is Nintendo and seems to love shipping underpowered consoles. Ps5 and Series X are in a better place hardware wise.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488763#Comment_3488763
The only other matchmaking that can rival DBD's is probably niche fighting games. Where not only do you have to wait 10+ minutes (in SC6 I had to wait over 30 mins) and still get matched with someone who has played the game for a couple of years.
You're going to get matched with people who've been playing SC6 for a couple of years because that game has been out for a long time now and isn't actively supported or advertised. Hardly any new blood is coming into the SC community at the moment as most of us have moved over to active games like Tekken, MK, and Street Fighter or went back to older SC titles.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488427#Comment_3488427
idk, having a constant high ping yet continuing to play the game seems intentional to me.
It can be intentional, but most of the time in this game it very much isn't.
DBD quite literally doesn't have enough data center coverage and that coverage has actually gotten a bit smaller.
South America has a data center in Brazil which is great if you live close to Brazil, but not great if you live basically any other part of the continent. From what I understand South East Asia players had a data center allocation in India that was also helping cover the Middle East region players, but its gone now so all of those players are now folded into Germany/EU region. So like overnight they went from having fairly normal pings to really high pings because to even play people in their region they have to connect to a server very far out of it. Like a lot of regions are kinda just thrown together in configurations that are sub optimal from jump.
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@nars said:
i started playing august 2021. Seeing old clips of dbd, I wish they'd kept old visuals and stuff. green autohaven especially.
However I disagree about perk balance. Certain perks actually need major changes, like dead hard which you mentioned. Simply clicking a button to instantly gain distance isnt fair. and neither is tanking a down with the same method infinitely.
You say that because you didn't have go through the pain of playing that version of the game.
DBD pre-engine update was indeed atmospheric and spooky to look at, but it also was overly taxing on pc resources. It was also just flat out bad to play in as well because things like letting players control already sorta too dense fog and map wide lighting meant that most matches were spent trying to chase people around in fog that would stun an Englishman with basically not enough light to see what you were doing.
The animations that are very expressive and smooth looking are actually "new" animations made for the game. Now from what I understand survivors at the time didn't like them because they apparently made it harder to run loops in a super tight manner and it removed the ability to dumb things like moonwalk and spins. So if you really want the old animations of old DBD then you're in luck cause that is what we have now more or less.
The old versions of maps were horribly balanced for both sides and I'm glad their gone and in some cases twice removed. I get having nostalgia for an older period of the game, but in hindsight it kinda just sucked. There are many things about old DBD that made the experience far worse than what it is now.
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@catslayer said:
I know that she has enough skins but still, if there was a contest for her now, which one of these fan-made skins would y'all vote for to come out in the game? (speaking as her main too, just curious about others' opinions). just say 1/2/3/... by the order of the pictures or their names
personally I like the 1st, 5th & 7th ones the most, but if ALL of these would come out, i''d buy them all right away. my bad if it's a bit too long, i just had fun searching for them. couldn't find more, other ones had bad quality. this doesn't have any order, just by random-ness. 30 in total, or at least i've counted it all up like that.
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if you've reached this end, then i congratulate you for being patient enough
Can we just get all of these as her cosmetic lineup for the next long while? Like all of these would be great for her imo and there is enough variety to cover her for tomes/rifts/shop basically for like a couple of years.
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@Xendritch said:
With all the complaining about Wesker it made me think about the other horror gaming franchise in DBD and how despite the massive amount of hype at the time you don't see Pyramid Head all that often these days and I really can't figure out why that is.
He's from a well known popular game series.
His power while the description is long it's not that complicated you just get people tormented then when you down them you send them to a cage and you get to ignore half the perks in the game. Oh and also you get a ranged attack the goes through anything and can hit multiple people.
He's not even weak he's basically the best tunneler in the game and even if you didn't wanna play that way his power is extremely good at loops so getting downs isn't that much of a challenge. Hell at the time of release people were suggesting he could be the 3rd best killer in the game behind Nurse and Spirit which while clearly not the case now also isn't terribly far off either.
By all accounts of what we know about what gets popular in DBD Pyramid Head should be up there with Wesker, Blight and Huntress and yet I really see him maybe once a week.
Thoughts on why this is?
He has bad addons for the most part, has a tiny bit of a learning curve, and actually can has perk synergy issues because of the way his power works.
Wesker's got all round decent addons, but can be played without them. He's slightly easier to just pick up and play because his power is much more tactile, he talks which for as many people hate it makes him extremely enjoyable to a lot of us. Like the silent or non verbal murder machine types are nice, but having a character that expresses their personality goes a looooooong way. It's hard not to have fun as Wesker because Wesker himself is having fun. Trickster is enjoyable for the same reason because he vocalizes his enjoyment of what he's doing. I wish Skull Merchant also had voice lines because who wouldn't love a sultry voiced people hunter dropping some manga level one-liners.
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@Peanits said:
I can definitely say that it is not a measure to stop cheaters. It might have been an extra hurdle to make it a bit more inconvenient way back in the early days of the game, but this is not why the cap exists today.
These days, the cap exists to pace progress when new content releases. Having goals to work towards helps keep the game interesting, and leveling up the new characters to unlock their perks & add-ons is a goal that most people aim for without even thinking about it. The cap is there to limit how many Bloodpoints you can stockpile so that you can't instantly max out all the new characters the moment they are released.
If the goal is to give players a sense of progression, why not convert the battlepass to a proper progression system?
I'm not gonna go on a rant about monetization practices or anything, but as it is setup already between tomes and rifts. It would be much better suited to being a player level progression system than it could ever be as a battlepass. Like progression is supposed to be about the journey, but most folks aren't interested in having the same exact journey over and over again. The game also doesn't really incentivize doing that either so it just feels tedious more than anything and you really aren't rewarded in a way that is exciting enough to make someone invest time into a killer or survivor they may not like passed their perks.
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@Mondhirsch said:
Everyone knows that the 3-Gen mechanic of Skullmerchant is a HUGE problem. Not even Deja vu changes that.
When will she get a rework? At least Killswitch her because no one will miss her anyways.
3 gen isn't a Skull Merchant mechanic, it's not tied to her directly. It's a gameplay scenario that has existed since day one, she just happened to be able to take full advantage of the scenario due to how her power is designed.
So you have two things that are actually in need of work and neither can be done super fast. They said they have a rework for her power in the works, but they didn't give a timetable for it because it is super early. It isn't like they have a few potential power ideas just ready to slot in if the original design proves problematic. It's a lot of things to consider because while the response to her has been very vocally negative there are still those of us that play her and like some aspects of her current power design and there are those who actually fully enjoy having a highly territorial killer who specializes in area denial and info.
It's gonna be a while long story short.
Even after she does get a rework if the changes to actually address 3 genning don't materialize around the same time or before you're still going to be dealing with that strat unless people learn to recognize and break up gen clusters early. Skull Merchant isn't the only killer who thrives on 3 gens and the others that do can still make the game last until the game times out if neither side breaks the stalemate or concede defeat.
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@Ariel_Starshine said:
Oh, I think it's to help make up for a lack of people playing the role.
But then again I find that contradicting, as my niece plays on the switch, I'll be on PC. Her bonus on survivor will be 100%, mine will be 0%. If I join her I get her 100% bonus.
So I've actually no clue. I can't play killer really as I vomit from first person, so I just stop playing when my bonus goes away :)
Sometimes the bonus display isn't actually up to date is something I've noticed.
Not sure why, but it seems to sort itself out after going into a trial.
@KidnapAnAngel said:
Why can’t there be bonus bp for survivor & killer. I mostly play survivor so, when the bonus changes to killer it kind of forces my hand to play as killer just for the bonus bp. I think if you are a survivor main then you should have the bonus bp for playing survivor. Same goes for killer mains because without the bonus the bp the return isn’t even worth playing tbh. Playing killer gives me migraines & is really stressful. Wishful thinking but, I hope very much that this is read & acted on at some point in the near future. I really don’t understand how it’s not an actual thing at this stage in the game. 💜
The bp bonus is actually a relatively new feature that is designed to get people to play both roles during periods when one side is oversaturated. It filps back and forth through out the day usually as matchmaking requires, but lately it has been mostly up for killer because a lot of killers just aren't playing the game en masse right now. There are a lot of reasons for that being the case which aren't super important, but yeah that's why the bonus functions the way it does.
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@AetherBytes said:
Hux is a weird case; he's very different to every other killer, and while nurse for example is easy to pick up (Hold blink let go, teleport) Hux requires very keen spacial awareness and location to be effective, something killer players don't usually have in the way Hux wants (Every good killer can keep track of survivors and locations on a macro level, but Hux wants actual awareness to know where you are, where you're looking, and where the survivor is meant to be relative to those two points)
Most of us ain't missile guidance systems that subtract where we are from where we aren't or from where we aren't from where we are which ever is greater.
Memes aside, like building spatial awareness and macro is one thing and that alone takes a ton of time just playing the game. Stacking Hux's specific needs on top of that is a recipe for disaster if you've not got a good grasp on the general concepts. It takes more effort to be Hux than it does to stop Hux which means the learning process is counter-intuitive. He's the further from user friendly since Pinhead and his extra features aren't particularly exciting or gamechanging for him. His power is just bad, but not bad in the sense it doesn't function, but bad in the sense that it's not a good fit for the game it's in.
Like overclock has potential that honestly if not kept in check could be game breaking. Slipstream could be game breaking if not kept in check as well, but what keeps them in check is an absolutely punishing counter mechanic that drives people away from learning the killer. So in a sense it works perfectly, if most players drop the killer then you no longer have to deal with the power being used to it's fullest potential except by a few handfuls of super dedicated Hux players. I don't really get how they go about balancing this killer as he's currently designed.
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@DavidHypnos said:
Waitaminute…. They are doing a cross-progression? How did I miss this?
They do account merges but not full on cross progression.
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@ZTMachine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340773#Comment_3340773
how do you do cross progression between microsoft and steam then?
You don't.
There is no cross progression. There is only cross play which means you can play with people on other platforms, but your progression is locked to that specific platform. Stuff you have on Xbox stays on Xbox, stuff you have on Steam stays on Steam, etc. etc.
So if you're making the switch from xbox to steam then sadly, you get to start all the way over in terms of items, addons, prestige, cosmetics, dlcs you own.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/383992/progression
No matches at all? Are you too far from any good server? Or maybe have CrossPlay off?
This isn't something unheard of in general and in DBD especially.
Going by the complaints I've seen on the forums recently in regards to high ping games, BHVR seems to have merged some of their server regions in a way that has been making it difficult for people get playable matches. A lot of players don't actually have a more native data center handling their connection to DBD and are forced to play on the next "nearest" data center, but that data center can actually be hundreds or thousands of miles away. Which means if you are in a low player population region there is a possibility that you won't get matches that are playable and in some cases at all.
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@Unequalmitten86 said:
Whether BHVR wants to believe it or not they only take feedback from a small percentage of people when they do their PTB and most of these are people that have been playing for years. Take the Ghostface changes. All they do now is camp the hook in stealth mode but they wouldn't know that because it that of the elite players. It effects players of all levels and all environments not just controlled ones either. There are also a lot of differences in consoles and PC's.
They literally can't do ptb on all platforms and basically no game made attempts to do that. There are different update processes games on pc vs games on console.
PTBs are handled via patching over the live game with saved server image captured a couple weeks before the actual PTB start date. On pc, steam specifically, to my understanding devs don't need to go through a lengthy update verification process to patch the game. On consoles, they need to have their patches checked and verified/certified this process also isn't free. For something that temporary it is prohibitively expensive and time consuming.
I can't think of a single game that offers PTB to console players even if they go the extra mile to maintain a dedicated testing server active all the time. Also it isn't as if the pc playerbase is monolithic in how they engage with the game whether it be controls, balance, etc. I personally don't play this game with controller, but I've seen folks who do even though they are on pc. The performance issues plaguing the game are often also felt by us on pc as well, but it often comes down to the either the game needing more optimization or the fact a lot of players are running aging hardware.
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@FKAGenesis said:
Didn’t they announce during the Reddit AMA that they were going to slowly integrate the mobile skins?
From what i remember they are mentioned some of them might get ported over, but they didn't mention a time table or which ones.
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@tech said:
i just want to say that i believe that 3 genning is incredibly boring from the killers like knight, SM.
but would you guy think that killers like hag and trapper are as bad since there best playstyle is to lock an area down an not the map
3 genning as a strategy isn't really the major issue. It's actually a normal consequence of standard DBD gameplay.
The major issue is that the game has no natural cut off for how long it can be maintained. It lasts as long as either side fails to be or decides to not be proactive enough to break the stalemate. The fact that recent killer designs have been largely relegated to using this playstyle as it is the most effective way to use their power makes the situation worse.
Anything's tolerable for around 2-5mins, but nothing is tolerable after 45mins of making zero progress one way or the other. Trapper and Hag can't drag a game down to the degree of notorious 3 gen killers. Trapper isn't able to spend the time and resources to required to lock down an area so thoroughly. He can cut off a couple of pathways at most, but he still needs to do something else to completely stop progress. Hag's a bit better with her not needing to pick up and go through time wasting animations with her traps. Still he traps are so easy to play around at this point that she isn't going to totally break up the flow of the game.
DBD isn't really built in a way where such strong area denial powers like Skull Merchant and Knight are healthy. It would be on thing if survivors had either auxiliary objectives that could break stalemates or if the time limit of trials was capped to be around the 20-25min mark at max. It would place a sense of urgency on both sides to get things over with rather than drawing the game out. In a battle of attrition in this game the killer should never lose, but the game shouldn't be a battle of attrition. 1 side needs to win or both sides need to lose/draw in shortish order. 20-25mins is more than enough time to get full BP, have plenty of chases, get gens done, etc. and if neither side has met their win condition the Entity loses interest in the trial lore wise and game mechanic wise you're scored on what you did do and sent off to the next game.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486050#Comment_3486050
I don’t necessarily NEED 4 heals from a medkit but knowing I have something to help me out of a tight spot enables me to play a bit riskier (or, more altruistically in this game’s sense.) I would not say maps are the most useful item as most people are already good at locating gens and totems. As for flashlights, try getting a flashlight save on the Switch. Not saying it’s impossible but it’s difficult enough I don’t even bother with them. Not to mention one of the most popular killer perks completely negates a flashlights usefulness and they can see when they need to bring it.
Ok, I'll give you flashlights on Switch.
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@JustAnotherNewbie said:
So can we just stop comparing every killer that comes out with Wesker from now on? I'm tired of hearing people complain about new chapters all the time and bring Wesker into the conversation when BHVR hit a gold mine with Wesker. There also hasn't been a killer like Wesker before him either, but you don't compare older chapters to Wesker. Wesker cannot be replicated. Expecting to get a killer like Wesker will only result in disappointment. Not even Nemesis compares to Wesker, despite the game reaching peak player numbers during the release of the first RE chapter.
End of rant.
No one is asking for them to churn out Wesker repeats, but the design approach that was used with Wesker can be used to make genuinely better improvements to existing killers and making great new killers. They didn't suddenly strike gold in a one off chance, this game is almost ten years old and Wesker is the best example of the dev team hit all the boxes for making a killer who is fun to play against, to play as, and accessible to all players while having plenty of depth for advanced players.
It's a formula that can be used again and would avoid having killer powers the likes of Knight, Skull Merchant, and Singularity's being as aggravating as they are for both sides. It would be wonderful if killers like Trickster, Trapper, and Clown could get a passover to see where they can trim away some of the junk bits and smooth out their play patterns so they just flow comfortably.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485659#Comment_3485659
DbD was like that before and it was not problem. It helped matchmaking as well. Whenever you see you are losing, you were going to next game.
It didn't help matchmaking, it got to a point where it actively messed up queue times substantially. Because turns out if a ton of people load into games then just quit to requeue the game doesn't handle it well. In the small scale it is fine, but on a large scale it made queue times balloon. What actually helped matchmaking back then was the game being p2p because while you were a slave to the killer's client and even more susceptible to ping issues you weren't trapped playing with people across merged server regions.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485570#Comment_3485570
Grrr I just want more than one item to be consistently useful
https://r2.e-z.host/438a3e69-40d2-4994-a0bb-d5fbaabd097d/xcrl5q8h.png
Maps are the most consistently useful item in the entire game.
Keys are still useful, but you can't go into games playing for hatch from the start. They have lots of other effects that are useful.
Alex's toolbox is consistently useful for sabo, it's literally never changed.
Flashlights have the same consistency they've had for basically most of their existence.
If you really needed 4 heals out of a ranger kit to have fun then you have different issues outside of item consistency.
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@DeeBeeDeeAddict said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482157#Comment_3482157
There's absolutely nothing selfish about wanting a system that's fair. People who bring cakes should get the bonus BP and abilities. If somebody doesn't have a cake and needs to play a match or two to earn BPs to get one, that's on them. None of us miraculously started the event with cakes. We had to spend BPs to get them. We all did our part by bringing a cake into the match -- why can't you?
To feel like this is a matter of fairness is an extremely weird take.
You're getting upset over an event bonus not some meritorious reward. If you want to talk about fair, let's talk about your way of handling it. The event is an event for everyone, it's not a separate mode with a distinct queue. So what's more fair gatekeeping the event behind using an event item which gives you tangible game altering benefits they'll still have to play against or just letting everyone experience the event regardless of whether or not they burned an offering?
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481425#Comment_3481425
Well, adding really bad perks that won't help you win a game, does actually contribute to this.
People, as a whole, are playing DBD competitively. The developers need to account for this in perk design.
Look at Nic Cage's perks, they're extremely fun perks that won't help you win a game. In 2 months, the survivor community will have rejected using all 3 of them. Just like distraction (0.66% usage) and Red Herring (0.16% usage). Both fun perks which no one uses because they don't win games.
I feel perks shouldn't necessarily win games, but they should aid players in meaningful and effective ways. I don't want the game to be stuffed with really bad perks, but we have ton of really bad perks already. This is the design with the competitive capacity taken into account where as if they refreshed objectives and gameplay loop you'd have more space to do different things.
Nic Cage is actually something I think the game needs more of. Like just embrace this game as fun send up of horror icons and make really unique experiences that you can only get DBD. Nic's perks are a mix of memes and solid utility they aren't going to be meta, but they aren't worthless either. Diversion and Red hearing are perks that probably shouldn't even be in this game because the value they offer is really better suited to a type of stealth play that survivors aren't really built to do.
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@jeffkillsyou96 said:
I’m sick and tired of seeing same 12 perks and builds for either side I feel that there should be more fun alternatives other than the gen/heal and anti gen/heal speed meta
the biggest change to this recently was MFT and already the perks is gonna get gutted eventually along with a lot of other perks on both sides and I feel that’s an horrible way to balance things on both sides and should be the last resort to balance not the first
personally instead of gutting both sides down how about make more fun builds and ways to counter haste and add more cool perks that can affect the pace of chases as a whole
I feel a lot of the players in this community on both sides just wanna keep everything as boring plain and brain dead as possible so they can actually feel like they’re good at something so I say ignore those cry babies shake things up a bit and make things more fun on both sides instead of making the game feel like gen/chase simulator
for killer and survivor builds I suggest there should be more hinder/haste perks that are more accessible for both sides like PWYF/hope to even perks like FH that can slow down either side
I feel FH should work for pallet stuns or something more convenient instead of downing survivor and survivors should have perks can make chases more interesting
here a perk idea
Trip wire: start the trial start with 0 tokens with a max of 2
after working on a gen for 45 seconds trip wire gets a token interacting with a doorway for 20 seconds sets up a trap when the killer steps into the trap is hit with the hindered status for 6/8/10 seconds and trip wire loses a token
when trip wire reaches 2 tokens and both tokens are used trip wire deactivated for the rest of the match
Note this perk idea is just a general example on how to mix things up and not meant to be taken at face value something to add some surprise should killers have the advantage when it comes to overall power difference? Sure but advantage doesn’t me unstoppable
Having a more alternatives that are fun can help reduce them amount of same builds and add some life to the game these alternatives may seem “toxic” to you all but confusing fun with toxic because you all can’t play isn’t fair to the game
Along with more haste/hinder perks there should be more sabo flashlight and wiggle out builds that are fun for survivors
along with killers having more cooler ways to hooking/killing survivors kinda like what pyramid head has so there can by counterplay to and even cooler ways for killers to get map pressure on survivors without the meta
so personally I don’t mind either side having powerful or even op perks items / add ons I just would like to have counterplay for them depending on skill
It doesn't matter what they add because there will always be a meta that a majority of players will run. While this game is not meant to be a properly competitive game, it has enough of the trappings of one that means it can't avoid becoming heavily centralized.
The only thing that will truly spark more build diversity long term is by expanding the game in some way on both sides. Right now no matter what gets added it still needs to basically be made to work within the very stale and limited context of current gameplay. Both sides aren't really encouraged to anything outside the box if it isn't going to truly help their win condition and the win conditions are a bit too simple and killer's win condition actually being somewhat vague makes it so really there aren't a lot of ways to meaningfully affect the game.
Long story long, true variety will only come with the changing aspects of the game to accommodate new and interesting things.
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@DeeBeeDeeAddict said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481302#Comment_3481302
The point is, the anniversary cake should permit somebody to partake in the bonus and be able to get an invitation and the abilities that come with it.
If somebody wants to bring some other offering... cool. Let them. But they shouldn't be rewarded with bonus bloodpoints and abilities for being greedy and relying on others.
Not everyone is getting cakes at the same rate especially if they are playing survivor who has more items in their bloodwebs than killer.
Some players don't have stacks of cakes because they use them as soon as they get them and thus aren't hoarding them. They are using them and you happened to catch them when they didn't have any left.
A lot of us might have a lot of cakes, but not as much time to play during the event so when we play we usually collect anniversary cakes and then use them during bloodrushes that happen around times we have enough time to play.
Not everyone wants to use their cakes and that's fine too. Everyone is still getting a bonus whether you see 1 cake or 5 cakes and gatekeeping folks out of the event is a great way to make an already easily fractured community even worse. Not everything has to be all or nothing if you're getting bp then just take it and stop worrying about the actions of other folks.
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@hwangseongjun said:
Can't you find the monk's box with Hodder anymore?
I'm gonna guess you're talking about Hell Priest(Pinhead) and being able to find the Lament Configuration with the perk Hoarder.
You can no longer use Hoarder to know when a survivor has picked up the Lament Configuration
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@Exerlin said:
It seems like every killer I face or watch almost always have addons on, even players that dedicate themselves mostly to one killer. I'm not saying people shouldn't use addons or anything, I'm mainly wondering if anyone else feels kinda bad when using them.
Personally, using addons feels bad because they're a consumable. I really don't want to train myself on certain addons just to run out of them, and I don't want to continuously pump bloodpoints into a killer I play a lot because I don't really care about Prestige past 10. My goals when I play this game are to unlock everything I can, have fun, try to win, and try to improve. Using addons would make it easier to win, but harder to improve as I'm relying on something I won't always have.
It also irks me a bit when everyone's making videos showcasing perk combos and such while always bringing in a decked-out item. Like, I get that Mettle of Man is good when you have 2 self heals on your medkit. I'm sure Prove Thyself is carrying your team, nothing to do with your brand new part or anything. But ESPECIALLY that Ace in the Hole video. Why would you bring an item in when you are scavenging for more you're not even showcasing the "you keep addons on escape" feature you're just throwing away your inventory
Anyways, if you know anyone who makes DBD videos and doesn't constantly use really good addons and items all the time, I'd love to see it!
People do play without them, but there is a limit to how well you'll do without them vs with them.
Technically all killers are balanced around the use of addons, but should also be viable when not using. In practice some killers are borderline unplayable without addons for varying reasons. Addons also facilitate alternative play styles by altering the way your power can be used and some playstyles are just more fun than the base way the killer functions. You can find a lot of no addon challenge content on youtube, but I don't know any specific creators who never use addons.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477350#Comment_3477350
I don't understand your point claiming Lightborn allows survivors to have fun. The fun part (at least for me) is not clicking my flashlight at killer, it's actually getting some use of it from saving a teammate or blinding the killer at a specific pallet that it's advantageous. Lightborn does not allow either of those things, unless you think survivors find flashing lights entertaining.
Is they fun attempting to blind the killer and being confused on why it's not working? That argument is just weird, ngl.
The rest about the visual part of being blinded I can understand being annoying, causing headaches etc.
I look at the game like this, if something I'm doing doesn't work when it should just don't worry about it. Like if I try to blind someone at a pallet and they don't react the way I expect I can assess that either I messed up the blind or they can't be blinded. Now I know I can mess up blind timing on saves, but I can't really do that on most other animation locks. The only thing a killer has that can prevent blinds is Lightborn and I understand how lightborn works. So for me, I am aware that now I'm being wallhacked and thus rather than be upset about my flashlight being useless I see it as game where I can mess with the killer.
My blinds don't pose a threat, but I can be aggressive in getting them to waste time chasing me because they can see my aura meaning I'm easier to keep track of. I also don't place a huge value of trying to save as many pallets as possible so I drop them very readily so the killer needs to deal with it unless they have a power that trumps pallets. I mainly play killer and I feel I have a good idea of how the average killer player's gonna respond to situations so when I play survivor I tend to do things that I know will make killers chase me longer than they should. So when I encounter lightborn as a survivor I don't find it a problem, but just an easier way to draw the killer into a bad extended chase.
Getting blinds and saves are fun, but if it isn't possible I don't suddenly not have fun because there is more ways to get value outside of the primary function.
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@jayz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479784#Comment_3479784
Dude I’ve played since 2017 just around mikeys release and been through practically every stage of dead by daylights development and I can’t be bothered to write paragraphs I mean what I said it’s crutch and the games health and loops are much better and I’m not talking about remove it entirely make it so it only goes to bloodlust one or something like that 3 is overkill and you know it
If someone's gone to BL3 it's not that great of crutch all things considered. Like yeah it's hard to lose a chase at that point, but you've also put yourself in a position to lose gens so I'm not sure what's overkill about it. Not saying it is a necessity to keep, but just doesn't really seem like something that anything particularly influential.
There isn't a way for me to know how long you've played before you state it and no one is asking you write paragraphs.
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@jayz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479600#Comment_3479600
It really isn’t tho the tiles aren’t unbalanced killers will say anything is unbalanced to get an easier game lol
You are either unknowing of DBD design history or being willfully ignorant to push an agenda. Let's for the sake of civility say it is the former rather than the latter.
The reason Bloodlust exists is exactly as your were told. In the past this game used to have unconditional infinite loops created by wonky tile design and chaining. The ways these worked was that they prevented the killer from actually ever closing the gap as long as the survivor looped them in the correct manner. Now over time maps have been reworked to remove the most prevalent examples of this and to the devs credit they've done a good job keeping a close eye on potential infinite loops. The reworking of maps helped greatly, but before they came about Bloodlust was introduced as a mechanic to ensure that no matter what eventually the killer would be able to overtake survivors speed wise.
While true infinite loops are basically a thing of the past there are still exceptionally long and power tile chain. Bloodlust's primary function now is still to make sure these are kept manageable for killers, but typically killers aren't really benefitting a great deal from Bloodlust. You can build around it as the only perk that is tied to it is Beast of Prey and if you're constantly finding yourself in anything about tier 1 of bloodlust without a hit you've over committed to a chase and need to stop chasing. Made For This isn't a mechanic that exists to keep the game manageable due to a systemic design issue. It exists in the form it does because it most likely seems like a fun thing for survivors to have, but it does risk pooping on game balance. Nothing is designed around the existence of MFT, but maps are designed with Bloodlust in mind in both ways to mitigate it's usefulness and also support it's usefulness.
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@Motionlessmask said:
He's borderline underpowered. There is nothing bhvr can do besides removing EMP altogether.
With EMPs he's kinda trash, but without them he'd be on the verge of being too strong.
This is why i don't like the way they've went with designing killers with hard counter play mechanics built in. If messes with the way they design powers and we stuff like this. Like dude has massively hindering counter play mechanic on top of just the weakness of being a killer with a complicated disjointed power.
Most players aren't going to want to keep playing a killer that takes forever to have fun with and can be so completely countered within 2.5 seconds.
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@Dwight_Fairfield said:
I think its more a case of them being swayed by statistics. They have even outright said Trapper has a good pick rate and kill rate even at high MMR and so they have no intention of changing him.
They said that the numbers were in line with what they wanted to see, but keep in mind that stats in dbd can be exceptionally misleading. It isn't hard for a killer to get decent numbers while still have functional flaws that should be addressed. The main reason they gave for Trapper not getting very much outside of the small change and Naughty Bear skin and mori is because Trapper is the flagship beginner killer.
Sadako had a high kill rate that people like to throw around as proof that she's actually not a bad killer, but killers with the ability to kill without going through hook states should have a higher than average kill rate. Sadako while being a stealth killer lacks a lot of chase or hit and run potential base kit that you would find on other stealth killers. Playing for condemned kills is currently the most effective and popular way to play her. So stat wise it is easy to say that her numbers are in line with what the devs want to see but clearly the data is really skewed. When we get stats there is usually a lot of context behind them we simply don't have and that seem out of step with what players across all skill levels who are vocal enough to talk about their experiences say.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478908#Comment_3478908
But that’s not counterplay at all seeing how that depends on if the killer wants to chase or not you are just in denial cause you want to keep your ne skill required perk
counterplay are methods I can use to bypass or reduce the effectiveness of a perk
distortion may prevent the aura reading but nothing stops he whole not being to blind the killer part and that’s not good for the game
That's a form of counterplay, but counterplay can be also be a layered mental exercise. You are limiting the effectiveness of a perk when you do what I described. The counter to Lightborn is extending chase as long as possible, but the killer can play smartly and not over commit just because they can track the target especially if they are constantly setting them up for blinds by being aggressive with pallet drops at loop. If the killer doesn't over commit then the situation resets to a neutral state. You've escaped chase and are now free to heal, do gens, do bones.
Nothing gives you back the ability to blind and I'm telling you that is okay. Blinds aren't that deep and Lightborn isn't bad for the game. It's also not a "no skill" perk, Lightborn isn't the deciding factor of any game in DBD. It's a handicap more than anything because a killer has to give a slot that could have been used for infinitely more impactful and game changing perks.
We've been at this literally all day. All I have left to say is you don't have to like that the perk functions the way it does, but from a purely objective balance perspective Lightborn isn't doing any harm or diminishing the value of flashlights on a large scale. You're going to be hard pressed to find anyone who would say Lightborn is problematic in a way that needs major changing because for what it does do it isn't actually used that much.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478855#Comment_3478855
Ok well then what’s the soft counter to lightborn
I told you that earlier as well.
Lightborn gives a killer aura reading after a blind attempt on the survivor who attempted to blind them. While you can't fully counter Lightborn you can use the info it provides to the killer together with your own looping abilities to make a killer over invest in a chase. People who use Lightborn often make the mistake of over committing to a chase due to the fact they have aura reading. If you are a strong looper then you can prey on that psychological investment by drawing out chases.
Another soft counter is Distortion because what you're countering is the active portion of the power, aura reading.
That's both a player derived counter strategy and perk based soft counter.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478815#Comment_3478815
um no
Beast of prey: just because the red stain is removed during bloodlust doesn’t make killers unloopable or invisible might harder but just gotta mind game efficiency and once killer is out of BL it’s gone
Most TR perks: get out the terror radius or use your eyes
Coup: an extended Lunge still doesn’t guarantee hits and this perk is limited to at most 10 tokens
BW: doesn’t last forever outlast it/play stealthy
BS: counterplay isn’t really needed don’t just stand there or t bag when you get a stun or throw a pallet and saving a few secs on breaking breaking stuff doesn’t guarantee you’ll catch a survivor or give you any edge
perks that block windows: can be outlasted it’s not like they’re blocked for the whole trial
gen regression perks not tied to hex or hook: do the gens before they go off and also gen regression perks don’t make gens impossible to complete
trap totems: can be outlasted plus vigil helps
perks that effect attack and action speed: just because you have faster attack and action speeds doesn’t mean you’re invincible or makes it impossible to do anything that effects that speed
I think you’re not understanding what I mean
should it be harder to counter killers as survivor? Yes but should it be impossible? No and lightborn shouldn’t be an acceptation
all the perks you mentioned have certain degrees of counterplay or counterplay isn’t even needed like with BS or any passive boost cause they don’t effect how others play just
counterplay doesn’t necessarily have to be this perk counters another it can just be other factors such as in general playing better and outsmarting the killer or using more resources to get the same effect and lightborn has none of that and even sloppy butcher can be counter with healspeed perks
I was specific in the way I wrote my response, you're in a hurry to disagree with me while I did make it clear that most killer perks do not have direct 1 to 1 PERK counters and that the design of killer perks is focused around allowing for soft counters, counters that reduce the effect or temporarily block it but not permanently, and player derived counterplay strategies.
You're showing me that you read things, but don't comprehend them in full or you're skimming what I write, but not actually paying any attention.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478688#Comment_3478688
What other perks don’t have counters other than lightborn? And yes the perk is unhealthy because on how brain dead the perk is all you do is equip it and you’re safe if vigil made it to where you can never get exposed or suffer and other status then things would be way different wouldn’t it
even the direct counter to medkits overwhelming presence doesn’t make it to where you can’t heal with medkits they just drain real fast so you can still finish a heal but at cost of more chargers
Most killer TR based perks
Beast of Prey
Coup De Grace
Blood Warden
Brutal Strength
Perks that block windows
Basically every gen regression perk that isn't tied to a scourge hook or hex totem
Trap Totems because they exist to be destroyed to begin with so all the perks that help survivors with totems only aid the killer in getting what they want.
Perks that affect attack and action speeds.
Literally almost every killer perk is designed to not have a direct 1 to 1 perk counters.
The few that exist are non trap hex totems, perks that inflict exhaustion as Vigil exists to counteract them specifically, but it isn't a hard counter. Aura reading perks are temporarily counted by Distortion when the game doesn't just eat the tokens.
Most killer perks aren't designed to have full out counters on the survivor side instead opting for soft counter perks or player derived counterplay strategies.
Also the direct counter to medkits honestly isn't overwhelming presence these days. It's Sloppy Butcher though both perks are really only soft counters to medkits rather than making them completely non viable. Killer perks are more targeted on single aspects and thus are made somewhat strong to reflect that limited usability scope.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478494#Comment_3478494
so we agree there’s no counter to lightborn right?
There is no direct counter, which isn't really a thing that's being disputed. Everyone knows there is no 1 for 1 perk counter to Lightborn. What's disputed is if it is as you originally stated unhealthy for the game which we are on opposing sides of. You have soft indirect counters in the form of strategic play.
There's also no direct counters for a great deal of killer perks, Lightborn's not really a grand exception. Survivors rarely have more than soft counters or temporary counters to killer perks.