ReikoMori
ReikoMori
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478456#Comment_3478456
Well bodyblocking has counters and builds that can stop that though like starstruck MG build and such but there’s nothing you can do about LB
You realize that the build you're talking about is an investment of at least two perks to deal with one situation right? Starstruck and Mad Grit typically. The only reason that is somewhat reasonable is because Starstruck has a lot of leeway in it's usage, but that's not actually all that great unless you basically dedicate your entire build to it. You can't directly counter Lightborn, but you still subvert its effectiveness by using it against a killer. This requires you to be good at looping though as since the killer gets aura reading when you try to blind them a lot of Lightborn users will over commit to chases with flashlight users as you can actively see where they are going. You can use that to by substantial amount of time for teams to do other things or even come in to draw aggro.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478440#Comment_3478440
well those were probably noob players who weren't aware what lightborn is good player won't try to blind anymore when they see you running lightborn so they focus on gens then the community complains about gen rushing so again is someones following you for a save then they're not doing gens how is that weird makes sense to me but i feel lightborn has kinda became like unbreakable for survivors cause of the fear aspect of lightborn survivors may not wanna bring flashlights anymore due to lightborn being so absolute i feel the devs should make the blind animation killers go through less eye straining for the playere thats fine but blocking out an entire game mechanic is unfair also theres counters to bodyblocking like i keep saying pay attention to your surroundings
The community complains about gen rushing, but that has nothing to do with whether or not they are attempting flashlight saves.
You're trying to stick to different issues together through a causal link that doesn't exist. Getting rid of lightborn isn't suddenly going to add inefficiency to the survivor objective getting done as considering how the optimal way is for everyone to split up and one man gens in most situations you're already dealing with around two people doing gens while the other two are engaged in something else. Also the complaints of "gen rushing" are often not referring to true genrush scenarios, but more of a statement how erratic gen times can as depending on the situation you can cut almost 30 seconds off of 90 second repair. I have entire rant about the lackluster and erratic nature of generators and their timing, but it's not pertinent right now.
I can tell you from my experience Lightborn having existed since basically day one and existing in it's current form since patch 5.0.0 it has no impact on whether players bring flashlights or any other blinding sources into a match. !) Because survivors don't know you have until they fail to blind you and 2)A lot of people who use it still go through the motions of doing camera tilts most of time so it isn't obvious that someone's using until they go for blinds during animation locks. Like for as many of us that use there are there are also far more killers who don't and thus if you're more often going to be able to use flashlight than not use it.
Now I'm throwing a generalities around because I play on NA East cause that is where live and typically my experience has been that my server is extremely blind heavy so I've never seen or heard about anyone being super dissuaded from bringing flashlights. Also I addressed your statement about paying attention to your surroundings earlier. You can do that and should do that, but that isn't a total shutdown of a situation like bodyblocking. It's very common for people to sprint up and get into your way AFTER you've been very careful to check surroundings. Depending upon what your surroundings at the time and how many people show you can easily find your sorta boxed into pathing that takes more or less either a hook further away than you intended forced to path through an area you typical wouldn't want to like say through a pallet. I've actually had a couple teams where people would obstruct my path enough because DBD is a game where bigger bodies can be weirdly hindered by smaller bodies that I basically got forced into a pallet that threw down early which ended up with me carrying someone and being pinned against the downed pallet.
At that point you can only really just drop them or have them wiggle off your shoulder. Now that's a edge case that has been super rare for me. Though what is more common is that I scare someone off, check my surroundings and their clear, but the person I need to pick up has moved to a pallet if it nearby or just moved enough that i have to waste time finding them which allows the other team mate to reset. Not complaining about it as that sort of layered point counter point gameplay I enjoy out of DBD. That stuff is genuinely what makes the game enjoyable, personally for me flashlights have never been particularly interesting to me even when I play survivor. I prefer going for body blocks in a limited capacity and I usually do other things like cleanse or boon totems.
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@Pulsar said:
Thought I'd do something different today. I was in a thread a couple days ago and someone told me that Killers couldn't put together high winstreaks. I showed them a couple, but they called me a liar, essentially.
So I went looking for the longest streaks and then today, when I saw this handy-dandy spreadsheet on Reddit by u/KitchenThroat5939, I decided to post it here and see what you all think of it. Any surprises?
https://us.v-cdn.net/6030815/uploads/V1N69P9JQOYM/dbd-highest-winstreaks.jpg
I think people put too much value on "winstreaks" for killers.
Win streaks have so little to do with the killer your playing versus the way you as a player understand and approach the game. There is a Blight with over 1k "wins", which is impressive purely from a numbers standpoint, but i would hazard a guess that person plays a ton more than most players they encounter. Their understanding of Blight specifically and the game in general is probably enough that it out strips what the majority of survivors at all levels can deal with. DBD's also a game where winning is a lot more susceptible to RNG than your own input on top of being subjective as heck.
It's interesting to see people doing extremely well as it shows that with enough dedicated time investment and skill building you can do great things, but that's about it.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477906#Comment_3477906
did you even read my entire post I addressed most of what you mentioned other than the whole eye strain thing but even then it’s not ok for the game to slap a perk on it and call it fixed and you wonder why you get gen rushed
I did read your entire post and responded to the points you made with counter arguments.
Justifying genrushing because someone uses Lightborn is a weird thing to do. The use of one doesn't really make a difference to the other, teams that actually engage in actual gen rushing were never concerned with whether or not they could get blinds in the first place. Blinds don't get gens done, doing gens gets gens done. If you actually read what I said, I addressed the fact that they should be addressing root causes with reasonable changes that would be healthier for the game. I also said I'd consider a change to Lightborn's function if those were the changes made, but I honestly do not believe Lightborn is problematic. It's not majorly consequential in the majority matches played and often doesn't really aid the killer in a way that "robs" survivors of earned wins.
Like the only the times I've really felt like Lightborn in anyway was carrying me is when I faced people who wanted blinds so bad that they just refused to really do anything else even though it was very apparent that I couldn't be blinded. When people actually use their heads and realize that Lightborn is in play they use different tactics such as bodyblocks to buy time or corral my movement if a usable pallet is near by. So they more or less still get what they want which is a save cause they were able and willing to adjust to the situation. We have a back and forth engagement whereas flashlights aren't really all that back and forth. It either works or it doesn't and once you learn the non-negotiable animation locks and timing it just becomes a "It just works".
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@Wampirita said:
As in, if you had the choice of facing full lobby of said item, which one is the "absolutely don't mind" or "better this than that"?
For me personally the first spot goes to flashlights. They give me the sign that survivors won't be sitting much on gens, and all that it's gonna take from me is to be aware of my surroundings,
The least favorite goes to toolboxes probably. If it's a full team of toolboxes, you don't know if you should expect a gen rush or sabo squad, so you can't really prepare until it happens.
Fᴏʀ sᴜʀᴠɪᴠᴏʀs ɪɴ ᴛʜɪs ᴛᴏᴘɪᴄ, ʏᴏᴜ ᴄᴀɴ sʜᴀʀᴇ ᴡʜᴀᴛ ɪᴛᴇᴍs ᴍᴀᴋᴇ ʏᴏᴜ ᴊᴜᴅɢᴇ ʏᴏᴜʀ ᴏᴡɴ ᴛᴇᴀᴍᴍᴀᴛᴇs ᴀɴᴅ ᴡʜʏ :D
Favorite: Maps and Keys.
Don't like: Flashlight, firecrackers, party starters, and toolboxes
I try not to play with lobbies that have toolboxes if at all possible, but I'll accept 1 toolbox user at most. I can't really be picky about all the blinding stuff because NA East seems to love running every possible blinding tool in the game. As a result to protect my sanity and my health I just perma-lock lightborn on every killer and focus on 3 perk builds. With toolboxes it is just I don't want the timing of my games to be rapidly sped up
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477673#Comment_3477673
Well then why is PTS getting nerfed if nobody cares about it and BK is still an A tier perk and tell me other perks that replace them all together
and not only did you just prove my point on only the lower MMR killers only use lightborn and flashlights are the most useless item survivors maps and keys even have more use than flashlights and you call that a good place
the only reason why people bring flashlights cause they’re the most fun item survivor have next to sabo toolboxes but that a bit harder to pull off
You don't give flashlights enough credit, in the right conditions they are menacing tools. At higher MMR you have to contend with more teams being able to play with a high level of efficiency so running lightborn is possible, but ill-advised because at that point you really want to use your perk slots to optimize either your chase, slowdown, or info generation. That's the exact concept behind things becoming meta in the power role.
You don't really want to spend a slot perma-locking lightborn if you don't have to. The most fun item for survivors should probably be something other than flashlights, which as I said are in a fine place. They have a very specific function that when it works there very little that can stop it aside from using lightborn because the times when people use flashlights the most are the times the killer is not allowed to tilt their head to dodge the beam. I get you want to do stuff with flashlights more often, but playing against them every single game is not only aggravating, but pain inducing. That's how about 75-80% of my games are, people using flashlights, flashbangs, and blast mines. Now killer doesn't really have much in the way of accessibility features to help someone like me who has slight hearing sensitivity issues and really shouldn't be getting constantly IRL blinded by playing a video game.
Sabo's annoying, but at least it doesn't cause me pain and both sides can actually play around it evenly depending on hook RNG. If someone is consistently dodging your beam there it's the same as having lightborn just without the aura reading. So it ain't like you're going to get anymore blinds then you already would depending on your skill level. Lightborn just allows us to not have to have every pallet break, locker grab, and pick up result in getting bombarded by the light of god.
Maybe if the devs made it so you couldn't do back to back blinds in rapid succession, reworked the visual to not be a pain inducing color filter and just made killers put their hands up or cover their face with their weapon, and got rid of blast mine I'd be more inclined to consider this. Yet, even then lightborn's not unhealthy for the game nor is it problematic and nor is it magically robbing survivors of fun. Killer perks are by design seemingly meant to be a little unfair, but they are also pretty limited in the scope of their uses. You gain strength in a few specific areas at the cost of losing it in many others and considering there is only one of us and 4 y'all combined y'all have wider coverage of strengths and minimal trade offs.
Also, OG Lightborn did used to just make it take longer before a killer got blinded, but in that form the perk just went unused entirely because it didn't actually make it that difficult. Killers went a very long time before having any way at a perk level to counter flashlights. The only other counter was Franklin's and that didn't exist until Bubba did.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477601#Comment_3477601
Well I would say a flashlight build is a build that I can get the most from my flashlight without needing to stack batteries and be able to use perks like Residual Manifest and use bulbs and lens for better angles and there should be more perks like RM that can give flashlights move utility unless you all want more PTS or BK
No one really cares about Botany Knowledge or Prove Thyself. They are manageable and besides there are a ton more perks that can fulfill their roles.
Flashlights are in a good as they are now. They work against anyone not running lightborn which is still the majority of killer players and the further up you go in MMR the less you see it used because the competition doesn't really let you waste a perk slot on something so limited.
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@AshInTheTallGrass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477541#Comment_3477541
If you could adjust anything to make Nemesis more fun-exciting, what would you do?
Get rid of Zombies and just focus his power budget on himself entirely.
Keep the tentacle whip, but also give him a different level 3 mutation which gives causes his arm to transform into a tyrant claw and giving him access to charge attack similar in function somewhat to either Wesker or Hillbilly
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477456#Comment_3477456
It’s not about blind the killer constantly and it make flashlight builds useless
What is a flashlight build do aside from going for blinds constantly? Also what even is a "flashlight build" in your words
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@Roaroftime said:
Please, I'm so tired of Wesker every round he's gotten so tedious and boring and this suggestion may help with variety? E.g., 100% Bonus for hag or twins?
All the BP bonus in the world won't make people play killers they don't want to play or aren't particular fun to them or generally good.
Twins don't get played because they are extremely buggy and don't feel good to play even though they are somewhat strong.
Hag's not really the most engaging killer to play these days. Like she's alright, but I mean why play Hag when Wesker's right there and better in every way?
The engagement with Wesker should be the benchmark other killers should be brought up to meet via balance passes/reworks as needed so people playing the killer role actually feel like no matter who you play you'll have fun. He's fun first and good second which is great because that means just about everyone can play him and he feels rewarding to play in relatively short order as opposed to being a 200 hour grindfest killer who doesn't start to feel truly fun till you've almost mastered them anyway.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477458#Comment_3477458
I didn't know they were RNG based. Thought they were suppose to spawn next to each gen.
They typically spawn within range of a generator, but you have to keep in mind that range is measured in 3 dimensions rather than 2.
All your tvs weirdly are within range of a generator, but separated by a floor. It's technically correct, but in actual play it ends up being turbo borked as you've experienced. The game probably thinks this is okay as usually tvs are separated from a gen by a wall so in this case the top floor most likely acts as the "wall" sometimes. It also doesn't help that Gideon Meat Plant's gen layout is actually pretty bad as most are near automatic doors and some are just sitting up stairs with no walls backing them meaning a tv can't really spawn the way it usually does on single floor maps with typical gen placements.
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@GentlemanFridge said:
I mean, of all things Roblox seems like such a strange place to start this up again? DbD makes far more sense.
Netflix are a very, very curious bunch. Dead set in their ways, though what actually drives them is beyond anyone’s understanding. Even if it is purely money, they sure play their hands in a very strange way.
Netflix management is by and large still people who are steeped in the business teachings of traditional media. It's about money and also about conversion metrics and control.
Stranger Things being in dbd can satisfy the money aspect, but probably not the conversion metrics and control. I don't think a lot of people who play DBD are more likely to get on netflix and watch Stranger Things just because they saw some characters in DBD. Roblox on the other hand is far larger than DBD and it's a platform that is more likely to have it's overall younger player base actually turn on the family netflix account to watch the show. The control part is that Netflix wants mainstream appeal for their originals and DBD while massively popular in horror circles isn't as widespread as say Roblox and Fortnite. Get the hooks into the kids and all without having to pay extra likeness licensing fees to actors and probably having to contribute far less financially to the collab as well.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477385#Comment_3477385
Ya and that’s part of the reason why this game is going down the drain rather than fixing the game they throw a perk at the problem and say good job and it’s not the fact of getting value it’s more of lightborn being too easy of a solution for an entire build
Lightborn doesn't negate an entire build in any sort of fashion. It just prevents blinds and if you're trying to make entire builds around constantly blinding the killer then you've got a different problem.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477350#Comment_3477350
So why should flashlight be useless cause how blinding works fix the blinding animation
You're not always going to get value out of a flashlight and that's okay because Lightborn is extremely limited in what it does. The killer is immune to blinds and gets a bit of aura reading, but it is literally all it does. It's not a good a perk by any metric, but like a lot of killer perks it has a specific function that can be helpful in exchange for not having a slot to run more universally accepted good perks.
Now that isn't what you want to hear, but it is the case. It's not the specific blinding animation that is the problem it is all the animations a killer has in the game where they lose control of the camera for short period of time. Also the fact that there are now more sources of blinding available outside of flashlights that sort of necessitate the use of a perk that otherwise actually got used very rarely. The worst thing for flashlight users was the moment they started adding other items and perks that gave the ability to blind. People didn't use to waste a slot on lightborn unless basically the whole lobby pulled out beamers, but once you started getting other stuff to produce blinds and players started going hog wild with it a bad perk became crucial for a lot of players who either didn't want to deal with blinds from a gameplay perspective or an accessibility perspective.
One would think that maybe the problem isn't Lightborn and killers, but design decisions that should be rethought around blinds and the massive lockdown on graphic options.
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@jeffkillsyou96 said:
The reason why I believe lightborn is bad for the game overall is because it’s a very counterproductive perk and it also has encourages people who play killer to not learn the game and here’s why
Lets say killer brings lightborn to counter flashlights right? Well when survivors realize the killer runs lightborn then there’s no point in trying and that’s why gen rushing is a thing a lot of the time and if there’s no flashlights then it’s a dead weight perk.
I just feel here that the community is confusing fun with toxicity and it’s getting real annoying it’s like the devs are trading fun for balance and this maybe an unpopular opinion but I don’t care and I play both roles but taking break as killer for a min for the event.
Unpopular Opinion: If you really need lightborn to counter flashlights then you’re a garbage killer main and no I don’t care what perk/builds people use but really there’s so many better ways to counter flashlights like
- facing a wall when possible along with
- (if facing a wall is not possible)paying attention to your surroundings perks like infectious fright come in handy but still shouldn’t be needed if you PAY ATTENTION to your surrounding also,
- Starstruck (and I feel this perk needs a little tweak)
- Franklins demise effects all items along with 2
So why do we need an overkill on of the most useless items in the game if you guys don’t want gen rushing and/or heal speed metas then having more fun alternatives may help along with making maps and keys more fun to use
I played this game for years without using lightborn, so I've learned the counters to flashlights. They are overall not super impactful when you have to deal with multiple beamers on top of playing around forced animation lock blinds. Getting blinded at locker grabs and pallets on top of getting blast mined while kicking a damn generator which is part of my gameplay loop along with party starters, firecrackers, and flashbangs being very regular items in my games made it so doing the camera counters were effectively useless. Also keep in mind that there are a lot of players who use Shadowborn for FoV accessibility even though it opens them up to being even more susceptible to blinds, not an issue I have usually but it's still something to consider about folks using lightborn.
The way blinds are handled in this game are also terrible. They induce headaches and ramp up eye strain really bad which would normally be solved by being able to adjust my graphics in-game so I'm not getting as much searing bright light in an otherwise dark game all of a sudden. It's not fun playing against flashlights, but it is fun playing with flashlights so for the side that has to be on the receiving end of them constantly game after game it is a toxic on top of physically aggravating. So I now make the choice to just run lightborn every game I play as killer.
Lightborn lets the side that actually has fun playing with flashlights still have their fun, but I can actually play through a game without having to deal with the majority of ill effects I get IRL from people constantly shining a dang light in my already bad eyes. Calling killers garbage when a lot of us are running basically a perk down just so we can continue playing the game comfortably while the devs have made it point in the past to keep giving y'all more and more things to aggressively blind killers in the past kinda sucks.
You can do all the things mentioned and still get blinded because while you can really on address one to two sources of a blind at once and you can blind a killer from much further than a killer can attack you. I play against folks who are obsessed with constantly blinding killers and they don't care about starstruck. Franklin's only matters if you can get a hit, but people who are good at flashlight blinds aren't going to make themselves that available to be hit to start with. You can have the most hyper vigilant situational and spatial awareness and still get blinded because animation locks on pick ups are pretty generous. Facing a wall works most of the time, but also sometimes facing a wall doesn't work. If you use something like Shadowborn or Monitor and Abuse then things get even less consistent.
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@Kamikazi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476985#Comment_3476985
Oh. I hadn't looked. I like the new DLC content to be a surprise and not worry about it in advance.
And my second thought is that I had to stop caring about the PTB due to it not being 2 different game files, and I have to download the entire game when I load up the PTB and when I load back the Live version. The only way around this in my mind is to purchase a 2nd PC just for PTB, so those files are different. I thought about trying to create a new user in Win10, but that would most likely use the same file path. The PTB vs Live take me several hours to move back and forth from.
Buying a second pc wouldn't help as no one keeps the beta to start with. You will be forced back to the live game environment after the ptb is over with. Like in the backend it is two different server instances, but technically the game isn't different. It's basically just a patch on a cached instance of the live game rather than a full fat separate test environment that you see in R6, LoL and Overwatch.
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@adsads123123123123 said:
I used to think 2k was a draw but lately I've been seeing it as a loss. The reason for this is that the devs balance the game on a 60% kill rate and a 2k is only 50% of kills, so you're underperforming that match. The recent stats showed that the overall average kill rate was 60% https://forums.bhvr.com/dead-by-daylight/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022#latest, but these stats are old. The last few patches have made killer far stronger. The Dead Hard nerf was the most important change. After this change, I'm getting 3-4k almost every match. To me, a 2k feels like a loss now.
I don't consider it a loss, but I don't think it is truly a win either. It's in the range of what the devs want to see, but one two kills don't help you pip anymore it can frustrating.
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@IWasLeft2Die said:
It does seem like a lot of killer strategies have been pretty much removed or greatly discouraged (gen defense, hook defense, etc) which I think can be fine if there has been buffs to encourage other strategies (make hexes more feasible, making killers able to track more effectively naturally, able to chase more effectively naturally, etc) but I haven't seen a whole lot designed to buff those areas or to make them a greater possibility besides "well you cant really defend hooks or gens now".
Anyone else kinda want more playstyles encouraged directly rather than indirectly?
Anything that is a variant of chase. That seems to be what is being is being encouraged and desired if you go by the changes made to the game. If you go by what the most vocal folks are saying then it ranges from only standard looping chase to "lol killers should just stand there".
It would be great if more playstyles were directly supported and experimented with directly.
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@Sharby said:
DBD is moving away from horror and more into something action-based with horror elements.
I personally feel the last four chapters didn't really have a horror feel to them at all, sure there are some grotesque elements and gore as usual, but nothing really scary or unsettling. I'm not saying the art of these chapters was poor, far from it, their aesthetics and sound design are excellent.
But the game now feels like four heroes working together to take down a bully and escape rather than four victims attempting to survive being hunted by a force of evil.
Wesker was the start of this shift and I believe that voicelines are where the death of immersion starts and that once you open that door you can't close it. And now with Nicholas taunting killers mid-chase, I feel like any horror immersion is now officially gone.
Combine this with gameplay elements favoring interaction over evasion and new content being designed with competitive gameplay in mind and it makes me think the shift is intentional as it broadens the amount of content that can be brought to the game.
Example being something like Terminator would fit right in with the current roster while being a choice that wouldn't have made a lot of sense in the early years of the game.
Do I think its a bad thing? Not at all, but it is different and I definitely think going forward the devs should be careful of the "coolness" factor. Too much becomes tacky and cheesy really fast.
Closing note is that I believe the Dredge is the perfect killer, every aspect of their design is beautifully horrific. I still get chills hearing the screaming and crying during Nightfall and the amount of chaos their power causes is how I feel like DBD should be if it wanted to be true to its horror roots.
What's the consensus on this? How do you guys feel about DBD's current thematic direction?
Please explore more facets of the horror genre and take notice of all the ways the genre is represented.
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@THE_Crazy_Hyena said:
Trapper should definitely keep the original tracks, but other killers like Plague especially needs new and unique music.
As for Freddy, Pig and Bubba. Not sure how they could extend their licenses so that they can have their iconic music tracks mixed into a DBD thematic.
Freddy's issue is worse as the remake doesn't have any memorable tracks. So on top of license holder basically being extremely disinterested with signing off on any major changes or additions there just isn't anything to really take.
It would be great to get a version of Hello Zepp, but I'm guessing that might not be up to the Saw license holders and may be more of a Charlie Clouser license that would need negotiating.
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@Saiph said:
Skull Merchant is such a giant red flag, it's very unrealistic to expect a fair game. It's just basic psychology. No reasonable person likes this killer, on both sides. So if you're facing someone who picks her, especially during anniversary, then you're most likely against a maniac. The SM player either plans to ruin your day or hold you hostage. There's a reason why your teammate DC'd
(btw please don't unhook in a 3v1 your teammate almost certainly wanted to get out)
Do not paint every Skull Merchant player with this, as it isn't "basic psychology"
Plenty of us are "reasonable" people who don't do things like this and haven't done things like this.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470289#Comment_3470289
Yeah people act like the 10% haste isn’t much but then complain about MFT’s 3%
It’s very powerful and allows clown to play nearly any loop even when the pallet is down
As someone who used to enjoy playing Clown, I find afterpiece antidotes stupid even if they objectively make him better. It came at the cost of builds I enjoyed which was so alienating that I stopped playing him. They never should have went in that direction because what he gained still didn't make him any better it just ruined the play experience for a fair amount of us older Clown players.
Made For This's 3% is a million times more accessible than Machine Learning's 10% which is not only time gated, but has a ridiculous setup restriction of kicking two gens and then letting survivors finish the gen. The killer has basically no control over the usage of their own perk and it has always and will always feel bad to have perks centered around the concept of "you need to willingly lose objective control to gain benefits". It's literally perk where if you're doing well you'll likely to never get it when it would be useful and if you're doing poorly it isn't really going to help you turn things around. There are easier ways to get undetectable and there are better haste effects with lower haste values that are much more accessible conditions. Made For This gives a constant 3% just because you got injured and you keep that 3% as long as you stay injured and don't lose it unless you're exhausted. That's worth being concerned about.
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@Spare_Them_Mori_Me said:
And in these days, sexual orientation has to worm its way even into horror video games. Sigh.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469552#Comment_3469552
It wouldn't hurt? Is it hurting now? Apologies, just trying to understand.
Sexuality and Sexual orientation has pretty deep historical ties to horror as a genre overall. DBD is far from the first horror video game to even vaguely broach the subject of LGBTQIA+ representation. I think BHVR's overall goal is probably to have DBD's universe feel like an actual world that isn't terribly dissimilar to our own. The game already has quite a sizable LGBTQIA+ fanbase even without a lot of representation so it is nice when we get to see characters we can relate to on that level.
Is it hurting right now to not have a full spectrum of representation? No it isn't, but adding representation won't do any harm to the game either. It's a net benefit as not only do you attract more paying customers from demographics you may be really reaching as well as you would like. You also give people already in your ecosystem something that they can relate to on a more personal level which can also drive positive community engagement.
Now, it isn't going to print money or increase engagement to grand degree, but if the goal is to generally have people develop parasocial attachments to your product without relying on nostalgia licenses and pop culture touchstones you gotta make people feel seen.
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@malloymk said:
If you can play Friday the 13th The Game competitively, you can definitely play DBD competitively.
Just because something can be done doesn't mean it should be done. F13 had a tiny comp scene that was incredibly niche within a niche does that mean it was good? No.
People can find ways to play a lot of games competitively, but if the game itself is highly incompatible with being played and viewed that way then it isn't going to do well.
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@Deathstroke said:
I did everything I could one gen, 3 save, heals, totems, chase and managed to escape in the end and I did not get even safety pip. Seems swf is only option to left to reach red grade 1. My only match today playing soloQ. Depip mechanic is so unfair for soloQ players and even for killers getting stomped by swf:s and it's very hard work to gain pips.
https://us.v-cdn.net/6030815/uploads/K1833O2RR542/20230701-010258.jpg
https://us.v-cdn.net/6030815/uploads/CYO0P2P9WTJ1/20230701-010304.jpg
https://deadbydaylight.fandom.com/wiki/Emblems#Pipping_Conditions
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468287#Comment_3468287
Yeah, but is it really better when community have to do it for them (nightlight) and it forces everyone else to work with incorrect data?
It's simply normal to show statistics for almost every multiplayer game. It's not really good they are not confident enough to share results.
I don't think confidence issue. I think it's just an attempt to discourage people from doing what normally happens in other multiplayer games where people are judged on their stats often negatively.
I'm noting it is the right thing to do cause people just moved on to judging folks on everything from prestige level to whether or not they are using certain cosmetics or not. I get why people want to see their stats and I know why people are interested in seeing others stats, but dbd might the worst game to look at stats in.
It's normal, but like dbd ain't normal and thus its stats aren't normal. We don't even have to see them to know that the stats this game produces is abnormal because we get to experience the decision making that follows the stats and we do know what stats are being collected we also know that to a degree they ain't accurate. There are conditions where entire games get dropped from stat collection regardless of outcome sometimes.
So to me, it's neither better nor worse if the community get their stats from nightlight considering either way the numbers at that point exist out of context and lack accuracy.
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Lightborn.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467808#Comment_3467808
But killer mains are (loudly) complaining about survivors prioritizing gens over healing. They complain that survivors avoid the healing handicaps by using Adrenaline and ‘rushing gens.’ They complain that being injured isn’t risky enough for survivors. Most recently they’ve begun complaining about how MFT nullifies playing injured since survivors are ‘so fast’ now.
The answer to that issue isn't a healing revert it is to actually address the long standing problem instead of addressing the symptoms the problem creates.
Survivors are going to prioritize their objective which is fine, that's the point. The issue is that the objective itself has an absolutely bonkers time variance due to factors that most killers actually can't really combat. Gen spawns are bad for both killers and survivor in the form of being spread too far out to efficiently patrol, but also spawning 3 gen clusters that if you don't break early can be extremely annoying later. Repair is currently overly supported and overly optimized by perks and toolboxes to the point where the average play time can trend downwards so sharply that maybe only a 3rd of the killers can truly keep up with it by design. With the sharp decrease in gen regression numbers across the board there is very little gating a good team from pushing the pace.
The band-aid fix is to rely on people just choosing to be inefficient rather than efficient or get them to focus on another task of similar importance for some of the time. Clearly that doesn't work too well when teams are good, but works overly well when teams are bad.
The actual fix is to look at the objective and all the things that modify it's ability to be completely and either rebalance that objective and it's modifiers or change the way that objective is engaged with so that swings in its timing are much less severe and the average completion is more or less maintained consistently. It would be nice to have an oppositional objective with more consistency because then you actually might be able to get away without making major changes to a large slate of killers. Honestly, if the devs even went the opposite direction and made a consistently short objective I think killers wouldn't mind as long as killer powers were changed to be able to keep up with the game being played at that pace.
As for Made For This, that perk probably shouldn't have even been made as it. I don't actually care that survivors get a speed boost, other perks give out speed boosts and you get a speed boost just from being hit. The difference is those other speed boosts are time capped. You get a boost for a very short amount of time and then it drops off, it's enough to help you without just being a constant problem. Made For This feels like less of a tactical tool that survivors need to use wisely and more like a flat chase extender just because you dared to play the game regularly. If you're not a killer who completely circumvents health states or has a way to apply exhaustion on demand you've got very few counters to it. It's not the most op thing ever, but it isn't exactly setting a great precedence for the future of perk designs where you get weirdly punished for very basic gameplay interactions.
Also the complaints go both ways, survivors have complained about plenty of things that resulted in significant changes so maybe leaning on that isn't the greatest way to support an argument. Like y'all voices literally outnumber dedicated killer only players by a wild margin.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467854#Comment_3467854
Statistics are tool needed for balancing, but you shouldn't balance mainly around statistics without understanding context.
That's how we ended with them trying to nerf Billy add-ons, or Nemesis add-on nerfs, Pig nerfes etc.
They did improve lately, but wouldn't say they are good.
This is true that stats outside of context can be misleading.
Which is why I think we've never really gotten proper access to them as players.
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I don't like defending stuff, it's boring to me in a way that makes me want to not play the game.
So I run Strobe Lighting and Advanced Movement Prediction with Jolt, Lethal Pursuer, Lightborn, and Discordance.
This build just lets me optimize chasing and pathing.
Before that build I was using Adaptive Lighting and Ultra Sonic Trap speaker with Dragon's Grip, trail of Torment, Lightborn, and lethal pursuer.
Basically having near on demand undetectable and some limited exposure.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467433#Comment_3467433
While they do exactly this all the time... Hypocrites
I don't see what is hypocritical about this.
They're job requires them to keep track of stats for purposes of balancing the game. We don't absolutely need to have viewable stats in order to enjoy the game.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467622#Comment_3467622
You realize we're asking for something like a recolor or retexture...nothing extreme I could make retextures for every character tonight to use for the prestige 100 rewards lol
If all you want is a retexture why does it have to come at P100?
That's a pretty crap reward for investing hundreds of hours into a single character.
If you can hammer it out in a single night, why not take that skill and go make mod textures?
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467507#Comment_3467507
You literally just pointed out exactly why there should be a cool P100 reward. It's literally nothing but good for business for BHVR. People either dump more time into getting that high or people just simply don't go for it. There is literally no downside.
Good for business, but arguably less good for players. There are downsides to this that you've not realized.
One of them is that it's such a huge time investment that most players aren't going to get it anyway which means that ultimately the manpower and man hours spent crafting something for P100 isn't necessarily worth it when it could be spent making something much more accessible to your playerbase. Another knock on downside is the psychological effects things like this have on a subset of players who have compulsion issues as really far reaching rewards can often prey on their psychology in a way that drives them to play far more than is healthy for them. DBD has always been fairly good about not making things so distantly obtainable that it really starts to mess with those who have issues like that.
The game has a battlepass with plenty of limited time exclusives, there is steady drip feed of things for direct purchase with auric cells and iri shards, plenty of free stuff via Prime Gaming and events. The game is good as it is, no need to slap something interesting at P100 only for like 3% of players to get it. I don't even know why made it scale up that high anyway because it isn't like once you hit P100 you no longer get bloodwebs. Should have just stopped at 9.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467431#Comment_3467431
Yeah, and that says they have a "small but very fun" update, and that the Naughty Bear skin will ship "later in the year, along with a killer update". That's the answer where they say they have changes planned for Trapper.
I'm gonna reserve my judgment until I see what they actually do, but considering the entirety of their answer, my expectations are low that the change will make a substantial difference. I'm excited about the Naughty Bear stuff though, I always thought it was weird that BHVR never had Naughty Bear in this game outside of a charm and it's like their other most known and enjoyed IP.
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@hunkajunk_ said:
Most games have stats that you yourself can look at or your opponent
Seems like they want people to not get hung up on stats and just focus on having fun regardless of the stats. I mean the game doesn't even really do a great job at keeping basic score in a way that makes sense from game to game.
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@jesterkind said:
There are two things I'd like to say here:
1: Made For This is not an agreed-on overpowered perk, it's deeply contested and up for debate right now. The opposing opinion can't be discounted out of hand, it is just as valid as an opinion.
2: They literally are changing Trapper, the AMA answer everyone is citing literally said they have a small killer update planned, why does this keep coming up like this
To the wider point, it'd be interesting to know what stats BHVR track, for sure, but I don't know that there's any compelling reason they must tell us. It'd satisfy idle curiosity but there's no real cause for suspicion that should be addressed by telling us, in my opinion.
I hear you. It's been a topic of conversation across our teams, but at the moment we do not have significant gameplay updates planned for Trapper. Partly because our data shows that his kill rate is pretty much where we want it to be (on average, even at high MMRs) but also because he holds a very important role as one of the simplest and easiest killers in the game. He's great for onboarding new Killers and we don't want that to change too much.
That said, we do have a small but very fun update in the works for our terrifying flagship killer! Those of you who watched the Anniversary broadcast may have seen the segment about the Naughty Bear Legendary skin coming for Trapper (which will have its own unique Mori). This will ship later in the year, along with a killer update.
That's exactly what they said about Trapper in the AMA. They don't have significant updates planned for Trapper so outside of the Naughty Bear Skin and Mori he's probably not going to get any better than he currently is as where he is what they seem to be shooting for in regards to him from the outset.
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@[Deleted User] said:
Participated for years. Don't watch it as much anymore. Some of the problems with comp are self-inflicted and others are perceived problems that don't really reflect the reality of what actually happens in a typical comp game.
I think the biggest problem is the DbD community as a whole. The collective intelligence is low as it relates to DbD being played at an optimal level. The loudest voices i.e. content creators often have zero clue what they're talking about concerning high level survivor play. And it's reflected in how people perceive comp DbD. Viewers often go into it thinking "it's all camping and pre-dropping". Even if a match is 99% of a killer chasing a player, if they spend 10 seconds near a hook, the chat erupts with people saying "lol comp DbD is all camping". Camping might comprise 1 or 2 minutes of a 15 minute match, and people still think it is literally all camping all the time. This isn't a community with a nuanced view of the game. People think you're only good at survivor if you take unnecessary risks and stupid hits, and you're bad at survivor if you path optimally and play safely. Astoundingly wrong opinions. Like....they'd be a better player if they went down because they greeded shack pallet at 180ms ping at 5 gens and threw the game by getting hooked in basement instead of just throwing 1 of 25 pallets on the map? Hello?!?!?!?!
But to the community's defense, people don't really understand what playing against a cross region killer is like because it doesn't happen normally in a public match. Comp DbD is normally cross region. That VPN Huntress you ran into that you complained about? That is genuinely most of your comp matches. There's a reason people are pre-dropping every pallet. You are on NA East and the killer could be in Poland.
I also think there's a massive amount of cognitive dissonance with the community as it relates to competitive vs casual play. People say they want a casual experience, but lordy do they care about wins and losses. People say they want faster queue times, but the matchmaking better not give them sweat squads. People say they don't want to have to sweat every killer game, but they'll post their 50 game win streaks. I could keep going. For a "casual" game, people are awfully competitive about it. People need to genuinely ask themselves if they're just parroting a braindead 2016 DbD hivemind opinion. I think people just want all the highs of a competitive experience but none of the lows or commitment to improving.
It's not all on the playerbase though. So many of the biggest DbD tournaments have had issues that stemmed from not involving people who are heavily involved in the comp scene. It's a really weird one to me. Someone will decide they want to have a huge tournament, and the first thing they'll do is have someone who played comp in beta make the rules, or they'll make up their own rules to make it "fun", and it's a mess. The last thing they ever do is get in touch with the moderators of DbDLeague, COTF, etc, and have people who actually run successful leagues help them. I really, truly don't get it. The teams complained about this a lot in the lead up to BOTB. You guys should have been in that Discord. Whew.
Wanting a casual experience doesn't mean that wins and losses stop making a difference. People still want to feel like the things they do in game are worth doing. People want faster queue times because waiting to get into games is always a worse experience than playing the game, but DBD is one of the few games where people who are looking for hyper aggressive competitive play are permanently mixed into the wider casual player populations. When the energy levels and skill levels between players is too wide the only thing that happens is the weaker group just simply don't want to play with an opponent/s that overwhelm them to such a degree. People who are posting huge win streaks are content creators making content cause that's their job. The average player isn't spending thousands of hours and putting up those kinds of numbers. They may want to, but it is rare that regular ol'joe/jane/jaiden dbdplayer is doing that.
It's a pvp game so there is a baseline level of competitiveness to be expected, but generally speaking most players just don't want to play matches where everything feels like you need to be extremely serious and precise. One of the biggest complaints you find on the forums is that right now the game often feels like it is going too fast and that you can't make more than one or two mistakes before the whole game is thrown. That sort of personal tension would be great in a highly polished e-sports environment, but it just ends up being nerve-wracking and stressful in the pvp jumpscare murder simulator.
The community is clear with what it wants, but the issue is how do you translate that to actionable feedback? That's the breakdown point, how do you best meet the needs of a community that is intrinsically divided. What truly competitive minded players want and need is different than what casual minded players want and need. What killer players need is different from what survivor players need.
You said you played comp DBD for years so you're deeply aware of the technical aspects of playing at that level. Ask yourself though, if you didn't know about any of the technical aspects that make high level play as engaging as it does for you, would you still be interested in engaging with e-sports DBD? Put yourself in the shoes of a casual viewer or player and ask yourself would you find it exciting or even just understandable at a glance?
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@Richardo said:
Legacy when???? All those hours grinded for what?
Y'all spent hours getting crowns?
I got mine in like a day. It really wasn't that big of achievement folks, maybe take it down it notch or twenty.
Y'all came to the wrong game if you looking for some vaunted item or cosmetic to lord over others that is now totally unobtainable. The only thing that works like is Legacy skins and they ain't even good because Blighted skins literally exist and are far more diverse and accessible.
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@HugTheHag said:
I want a werewolf killer so bad
The closest thing we have to a humanoid creature that eats people are Hag and Demo, and I wasn't around for Demo.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466842#Comment_3466842
Is buying leftover keys a thing ? Can you get banned for it ?
(Not thinking on doing it, there's more than enough killers for me to play as is)
Buying left over keys is perfectly fine, you won't get banned. The issue is you have to engage with secondhand marketplaces and there is the risk of getting scammed.
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@Sadhaha said:
I've been really enjoying all the new killers that have been coming to the game recently and I think it would be a really fun idea to add a werewolf type of killer to the game, with a pounce power of some sort / blood lust like Oni. Is that too generic? There could also be some really fun crossovers like red riding hood or beauty and the beast.
It's a bit on the generic side like, we'd just be making a carbon copy of Demo's shred which isn't necessarily a bad thing cause Shred's good. Just I'm sort of left wondering what's the draw to play a Werewolf with that power when Demo exists already and still be obtained if you don't mind taking the risk of buying left over Stranger Things codes.
If feel like if BHVR did a crossover deal with World of Darkness there would be more to work with. Werewolves in WoD actually have like special powers that are pretty unique, but they are for the most part also "morally on the side of good", not that they don't kill people cause they do that a lot and not that there aren't quite a few villainous werewolves. An entire tribe got turbo corrupted into being turbo evil. So could be interesting to have one of the named Black Spiral Dancers.
Black Spiral Dancers are one of the tribes found in the World of Darkness. Also known as the Lost Tribe, the dreaded Black Spiral Dancers are the Garou who turned to the Wyrm. The origins of this tribe can be traced back to the days of the Roman Empire, when legions of soldiers struggled to build a nation that would place Rome at the center of the known world. In distant lands, generals conducted campaigns against chaos and barbarism. After 80 CE, their most valiant enemies were the fierce tribe -
@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466691#Comment_3466691
Lol well yeah I get that but I feel like it should be consistent across platforms. I don’t expect it to look like BioShock but if the switch is capable of handling that game then it should at least look like what it does on PS. Have you played on Switch? I was genuinely shocked when I first started lol. My characters are so pretty l just wanna admire them in better detail 😭
I tried playing on ps4 and it was one of the worst experiences I've ever had. Went right back to pc dbd.
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@DavidHypnos said:
I just want them to make the Switch graphics better so I can actually admire my cosmetics. If I can play BioShock Infinite beautifully on my Switch there’s no reason DBD should look like I’m playing it on a 90s console. It might help too if they would update their codes: simply putting three pieces together to create one character can make it hard to design and limits their customization.
This game will never look the way Bioshock Infinite does. Like DBD looks bad on pc cause it genuinely just isn't a visually stunning game most of the time. Which I am unsure if that is down to an engine and render issue or a design issue. Though, I will say that with the issues DBD has on consoles I don't think the game could handle higher fidelity textures and not be a stop motion puppet play on console.
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@DavidHypnos said:
Correct me if I’m wrong but do the character rights actually belong to the director? I thought I remembered once reading that he was just chosen to direct it - not that he actually created it.
It was written and directed by Salva
He also did the sequels of which there are two. He wrote and directed both of those as well, but there is a reboot that he isn't attached to at all and as of last may that film was held up in court due to a lawsuit over the rights. it apparently got released in September of last year, but the court case seems to still being going ahead it seems. The suit involves Myriad Pictures and Infinity Films Holdings as Myriad says that the movie was made without knowledge or consent on top of being sold to their competitor Screen Media Films.
So, it's a giant mess that no matter how anyone wants to slice it should stay far far away from DBD.
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@EmmaFrostyEyes said:
I personally think its pretty cringe and boring. Just involves alot of predropping, camping, tunneling, gen rushing…basically all the borimg stuff thats people dislike. Choy says the game is competitive and that honestly really sucks. I wish the devs would make this game more of a horror game instead of what we have today.
I wouldn't call it cringe, but it is an acquired taste.
Most e-sport versions of things are which is why games that are built with e-sports in mind try to make it as accessible and interesting to watch as possible.
DBD's issue is it isn't really a competitive e-sport influenced type of game. So there is a huge disconnect between what most players actually find enjoyable, what the average e-sports watcher finds enjoyable, and what comp players actually are doing usually. The most competitive ways to play are the ways that genuinely take the perceived fun out of the game when played in a natural state. Visually speaking if you're a casual watcher of e-sports you can generally get a feel for is happening, but DBD is a game that actually doesn't scan well in that setting unless you already play the game a fair bit yourself. Like people can jump into an OW league stream and pick up what's going down pretty quick even if they don't have experience playing the game. Same for LoL, Dota, R6Siege, etc. etc., but this game can look extremely dull and indecipherable to people who haven't played it or watched a lot of content around it.
Another issue is that DBD's gameplay is just not eye-catching. Survivors and killers outside of chase and even in chase don't really look super interesting. Again the appeal is actually there, but only if you're already in the space, but dbd lacks a lot of flash that draws people into E-sports. R6 has it's really tight, high tension clutch plays and clean designs, Fighting games have their insane combos, super moves, and highly stylized characters, moba's have their teamfights and trick plays. Heck even card games have their instant blowups and counterplays. DBD is much more subdued and while it has the same mental chess battle of a fighting game it isn't well translated to viewer.
Personally, I think it is fine that comp is very very niche as DBD has a lot more freedom since it isn't tied to confines of competitive play and e-sports needs. I think asymmetrical horror pvp can be done in a full on e-sports competitive form, but the horror would take a huge backseat to the needs of being both viewer and player friendly. I actually think Deceive Inc. is better suited to be a comp game than DBD as it is much easier to understand visually, has some very wacky blow up potential, and doesn't seem like you'd need to ban out much of anything from the looks of it. It also just looks cleaner so you're able to make sense of what is going on.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466490#Comment_3466490
I experienced that first hand when I started playing DBD. I am not going back there. Under no circumstances.
I've never seen such an insanely strong yet surprisingly weak killer like Old Forever Fredboi. It was a weird time that I do not wish to experience again.
Old Fredboi: "I literally can't play the game, but should be unlucky enough to let me play the game you will experience no fun. Ever."
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@TAR23331 said:
Yo for examples i will buy nemesis chapter form steam (i link my bout account) but my main account is on epic it will save to epic or stream
Things bought on Steam, stay on Steam and things bought on Epic stay on epic as far as I know.
DBD doesn't have cross progression
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@ad19970 said:
His overclock duration addon getting nerfed is a good thing. It decreased counterplay on the survivors side a bit too much in my opinion. It also looks like some of his addons got buffed, not nerfed, so I don't think it's fair to say his adons only got nerfed.
The counterplay to him is a baked in mechanic that fully denies his power. For as good as Ball glove seems to have been it wasn't wasn't removing that basically in any meaningful way. Hard to see the reason in nerfing a duration add on when it's so difficult to actually get Overclock to begin with.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465079#Comment_3465079
I mean killers got very useful event powers? Exposed and insta-pallet break. They both are pretty good. Especially killers are using insta-pallet break power so much. And if there is no loop to next after that, you will just get hit.
I'm not downplaying the usefulness of the power, but I think I've only used ballet break once at a god pallet and I've never used the bloodlust exposed. I see survivors getting a lot of mileage out of pallets and vault blockers, but it would be insane if survivors could spawn a free pallet that had the same level of value as a regular pallet
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452979#Comment_3452979
From here, I know that you want easy matches and do not need skill
Hungry for winning has become a lot more fun to play
Watch this video
https://us.v-cdn.net/6030815/uploads/HVB168X69Q7A/73e19a90-0b05-4d82-afeb-2aa15146f7cb.jpeg
That is Otz's personal experience, he even says that in the start of the video.
Clearly OP's been having some bad game and more than likely are probably a newer player. Otz's level of skill and time investment are going to produce result thats are borderline useless to someone who seems to have not grasped how to chase effectively depending on whatever killer(s) they're using. Why not offer videos that could help explain how to play the game rather than video about an experiment to see if the game is survivor sided or not.
@Hernancito said:
Good day, i am writing you this message to share my comments about playing as a killer on Dead By Daylight Game, I need to add, DEVS and people that appears on live transmissions when an update is going to be announced (Owners I asume) are playing 100% as a survivor and thats why they have not detected all killer´s issues.
As you may know, people stoped to play as a killer due to all improvements were made during all past updates only for survivors, and I BET FOR SURE that the intention of DEVS and OWNERS of this game is to ridicule all movies killers by allowing survivors escape 100% of the time and to allow survivors performs dancing butt movement as a bulling with no any punishment on every game party , but, let me number all injustice movements below that needs to be reviewed on next updates on case DEVS and Owners wants to improve this game: (survivor´s techniques)
- Pallets are located in strategic locations to allow survivors complete at least 4 gens on the first chase, i need to say, at least 4 GENS are completed by chasing the first survivor due to all time they are running in circles inside a pallet area. Some times, all gens are completed on the first chase.
- TODAY (And this is NOT ACCEPTABLE) survivors are having the ability to carry flashbangs and other items at the same time! - Killers are not able to carry any survivor and DEVS are pushing in purpose to force all killers to use as a default perk LIGHTBORN. NOT ACEPTABLE.
- HATCH all time appears 1 meter of all survivors. (What else i could add). This is happening 100% of the time.
- IMPOSSIBLE to win a match when all GENS are completed, ITS NOT ACCEPTABLE all doors could be powered by a specific % that allow survivors to keep doors with .5 sec left to be opened. I think the correct way that doors needs to be programed it´s by loosing all progression after a survivor stops to power doors. NOT ACEPTABLE and this allows users to win all matches 100% of the time, even when a killer is having a survivor hooked then its 100% sure that survivor will win the match due to killer will not protect that objective agains 3 OTHER SURVIVORS. NOT ACCEPTABLE.
- Body protection, Please just remember, 4 against 1. NOT ACCEPTABLE and killer will not win a match 100% sure when all gens are completed.
- NOED visible 100% of the time, another example of Dev´s Sourvivor´s Help. (Another clear example of injustice, in fact, when this ability was announced (On live transmission) a girl who said this update started to laugh by performing a bulling sensation to all killers players.
- 100% of the time, all survivors needs to receive more than 2 hits, with this it´s 100% sure that GEN RUSH is going to be allowed.
- Survivors with RUNNING PERKS. Incredible!
- I forgot to include this one: SURVIVORS with ICON STATUS!!! - They are having the ability to know what the others survivors are doing!!! MORE TECHNIQUES TO THEM - This last one is the OVER POWER FEATURE EVER !!!
- During life time of this project, DEVS have been adding perks as a default features to all Survivors, like fast move when they are unhooked, Dead Hard when the are unhooked, ability to see totems by default (They can see NOED in a really easy way), and killers have been ruined slowly (If survivors are having the ability to see totems and are having A LOT OF PERKS to detect those, why DEVS did not roll back HEX: RUIN to their original effect ????) - a clear example to allow survivors to assign META PERKS on all their slots instead to push them to use one perk that allow them to see totems!!!!!.
And, the most important new update to be announced and the update that will RUIN this game: SURVIVORS WILL BE ALLOWED TO UNHOOK THEIRSELVES if killer is doing "CAMPING". I need to say, was a very SAD INJUSTICE when DBD DEVS punished "CAMPING" but that is the ONLY technique that killer is having to stop GEN RUSH, actually, survivors are having a LOT OF TECHNIQUES (Gen Rush, Pallets, Now 2 ITEMS, Body Blocking, PERKS that allow them to receive a lot of hits, Power Doors at any %, Windows, TEAM ASSISTANCE, ETC.) Killer is only having ONE technique that helps to stop GEN RUSH and to make all survivors works as a team.
I am looking with the future ability the whole game will be RUINED because now all players will stop to play as a team and when a survivor unhook theirselves then they will have the ability to receive 3 HITS in order to be downed, this will allow to improve in a maximum all GEN RUSH and to include the MAXIMUM INJUSTICE ALL TIME in to this game. I remember then this update was announced and the announcer said "we are thinking on all new survivors" , i am looking DEVS are only "thinking" on survivors because they LIKE TO PLAY as a survivor but... THEY ARE NOT THINKING AS A NEW KILLER!
As i said, THE ONLY TECHNIQUE all killers are having to stop GEN RUSH and to make all survivors works as a teams is called CAMPING, but as i said, survivors wants so stops works as a team and to only complete GENS and run away with no any difficult.
Please keep this post as a prophecy, all game will be ruined if "CAMPING" is "REMOVED" , in fact : CAMPING SHOULD NEVER HAVE BEEN PUNISHED due to this is the only tech for Killers.
I hope one day survivors will be affected on points by doing Gen Rush, by running around pallets, by doing body protections, by powering doors in certain %, by moving their BUTTS at the end of every game in order to perform bulling to another players.
Best Regards.
PS. Please stop ridicule all movie killers. Please name a movie in where some one show a butt to a killer.
Camping's far from the only thing killers can do, but it is effective. That said learning to not instantly rely on it is what you should focus on. The anti-camping system is needed due to aggressive face camping and the overly beneficial nature of just hovering around the hook until someone reaches second state. I'm just going to assume that you're new to the game and haven't really gotten a feel for how to approach the game when playing as killer. It's hard to give advice without knowing exactly who you play as that makes a great deal difference. Depending on your choice of killer you may have tools you're not even aware of or you could just be boned unless all the stars align and your skill is greater than your opponent by a considerable margin.
https://youtu.be/8hc30M141ec -
@HugTheHag said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465411#Comment_3465411
We're talking two different things.
You're talking logic, which I acknowledged to be justified.
I'm talking empathy and good sportsmanship. This person was not responsible for their teammates throwing them under the bus.
Not the same viewpoint, and both can coexist.
They couldn't really do anything about the hook situation, but they could have done something about the healing. You can prevent people from healing by sprinting. Logic, empathy and good sportsmanship aren't mutually exclusive concepts that exist simultaneously, they are often very much nested concepts within each other. I don't see where there was any lack of empathy or good sportsmanship in the scenario presented. There was a misplay solely on the part of the survivors and seemingly they got mad at the OP for the situation instead.
Empathy and good sportmanship aren't supposed to be one way streets of yielding. Being an empathetic person is about not only respecting others feelings and agency, but also understanding the relationship their own actions have on their own emotional and practical outcomes. Self reflection and understanding. Good Sportsmanship is more than just playing fairly and with a sense of integrity. It's also about taking their losses in stride and accepting there is a possibility that their team and them made mistakes that they can learn from. Another part of sportmanship is respecting the opponents' abilities at playing the game rather than underestimating them.
I'm all for giving people extra chances, but if they get caught out, they get caught out.