Reinami
Reinami
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- Reinami
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110032#Comment_4110032
But a single perk should not completely counter an entire killer, that is my point.
Which perk does this, exactly?
The current vigil which we just talked about.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110016#Comment_4110016
Okay but there are other things you could run if you want protection from other things too. Perks SHOULD have an impact on the game, that's a good thing. Exhaustion Perks also always give value, the baseline should be that every perk always provides value, not that there's a chance it provides value. what needs to happen is perks that do not always provide some level of value need to be reevaluated and if there's not enough reasonable function to distribute between the perks then its time to add to the core gameplay loop. and the Idea isn't just for survivors either, its also for killers, if I run a perk I want it to give value, not possibly give value. there will be more build variation when there is more viable perks to pick.
Obviously, perks should impact the game. But a single perk should not completely counter an entire killer, that is my point. Survivors have 16 perks to work with between them, and the killer only 4. By definition, the killer perks should be stronger.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110012#Comment_4110012
Okay, and this would be a problem if people were making builds with full knowledge of what they were facing but they aren't and they don't. Even in a SWF Scenario either all four people are using it or you are prioritizing the wrong person. at the end of the day the justification for gutting this perk has come down to "But what if theres a clown or freddy" what if there is? what if I run four healing perks into the Plague? then I went into a game perkless. what if I went into a game with a flashlight and the killer has lightborn or Two Can Play? What if I Drop a Pallet and spirit fury results im ny death? then oh well.
DBD has an anonymous lobby system, if anything it favors a killer more because they can see what items survivors are bringing, this means there are going to be cases of inopportune things. What if I am playing killer and I get a map that is stronger for survivor or Vice Versa? there are situations in this game that are set up for an automatic counter, Vigil is one of an insanely high amount of these things and its a slippery slope to start removing them because it is better against certain characters than others. the game is ultimately user influenced RNG, there is a heavy element of Luck of the Draw.But that's the point, vigil in its current state protects you from almost every status effect so you'll almost always get value out of it. Its just especially bad against a handful of killers.
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@Oputeev_Stas said:
OP Myers with Friends and Nemesis+Furtive Chase build will be unstopabble thanks devs, why are we nerfing it again after ptb what's wrong with you?
So dear Mandy you said you are not liking slugging, yet Forced Hesitation will be even more stronger now since Vigil will be useless now and slugging killers will enjoy it more now)))
That build has 3 perks dedicated to a single thing, even if you use a 4th for gen defense you'll get gen rushed so fast.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109903#Comment_4109903
that's not at all on the same scale as what Vigil does and you know that it isn't. People running Vigil still are effected by the clown, just a little less so, its not "infinite clown protection". same goes for freddy. there are TONS of killer perks that from the outset greatly inconvenience survivors, if we are removing vigil then lets start removing those ones too. Lightborn removes a valuable part of survivor gameplay, take it out. Corrupt Intervention Needlessly Stalls the beginning of the game, take it out. Thanataphobia is causing other players to be slower because of the mistakes of someone else who couldn't loop well enough, take it out.
I am not actually trying to say that these perks should be taken out of the game though, what I am doing is pointing out that if perks ARENT effecting the other team then why are we running them? you run corrupt and pain res because you WANT survivors gen progress to slow down, so survivors run Vigil because they WANT the killers debuffs to last for less time, that's how PvP scenarios are supposed to work. You can absolutely still play the game as any killer who has any power that causes any debuff, you can play it perfectly fine. you are still faster than survivors, you are still able to LEAVE CHASE and go chase someone without Vigil if you find yourself struggling with it. this is not a viable case to remove a perk with a unique functionality.Let's look at old vigil for a second. 66% reduction in duration of a debuff right?
Freddy slow lasts normally 4.5 seconds and is a 12% hinder. That means for 4.5 seconds, the survivor is moving at 3.52 m/s. This means that landing your power as freddy gets you 2.16 meters of distance.
Now factor in vigil which reduces that down to 1.53 seconds. Now instead of gaining 2.16 meters of distance you gain 0.734 meters of distance.
That is a massive decrease in the effectiveness of the power for a single perk slot out of 16.
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@Dokta_Carter said:
Moving to a kill/escape scoring system was by far the worst idea they had for game health they have ever had.
-if all that mattered was kills, it didn't matter how you got it.
-if escape is all that mattered, the survival of your team really didn't matter.
Returning to a system that uses the entirety of the match is good and honestly I missed it.
I am also somewhat sad these last few years with the current system feels like a waste. Not because it was good, but if we had kept the emblem system and were tweaking it over the past few years we would have gotten a better idea of a real balance in the game
Thank you behavior
I always thought the emblem system was actually quite good and just needed refinement.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109812#Comment_4109812
then why should multiple killers have powers that not only impact but totally remove survivor counterplay? The Plague from the outset thrashes every altruism build and provides a mechanic that BM's the survivor team as counterplay. but yeah man its a travesty when a survivor perk helps get over hindered a little quicker. one by one viable survivor builds to actually outlast the unbearably common killer meta of forcing a tunnel early so its a 3v1 so that its literally just the same few build options on people over and over again. if the justification for killer powers that cause unwanted effects to survivors is that "they are supposed to kill them" then its the same for survivors who are "supposed to survive". how is it a bad design to give survivors a tool to survive… I don't even use a flashlight but Survivors are given a total of Six Item options, half of which are horrible anyway, and Lightborn totally removes the functionality of one of those items? Double Standard. I dont even care that lightborn exists personally, but if we're removing mechanics because they negatively impact the other side then we better start removing them from killers too.
There's a difference between bringing perks vs the literal killer power. A perk should never totally counter a killer power, killer powers can counter perks though because you as a survivor still get to play the game.
Imagine for example there was a perk that just made you immune to chainsaws. That would be silly right? Because you would just dominate billy and leatherface with it, but it would be completely useless against every other killer.
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@Silycat2009 said:
https://us.v-cdn.net/6030815/uploads/OZFXI7G6F94V/1000036182.jpg
https://us.v-cdn.net/6030815/uploads/GY5RQTTVK76P/1000036184.jpg
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https://us.v-cdn.net/6030815/uploads/DLDNGD2PA6JF/1000036190.jpg
https://us.v-cdn.net/6030815/uploads/V9JRA7YNK7H0/1000036192.jpg
https://us.v-cdn.net/6030815/uploads/4BQF3FZE0Z98/1000036194.jpg
https://us.v-cdn.net/6030815/uploads/1K5BA8GE3AV7/1000036196.jpg
https://us.v-cdn.net/6030815/uploads/S05XOEYQ4Q7N/1000036198.jpg
https://us.v-cdn.net/6030815/uploads/GCBS6ZHMP4W8/1000036200.jpg
https://us.v-cdn.net/6030815/uploads/AXTLMQSAOCQR/1000036202.jpg
https://us.v-cdn.net/6030815/uploads/SX4GPJCZ8VGS/1000036204.jpg
https://us.v-cdn.net/6030815/uploads/VU004JB97U7K/1000036206.jpg
As a fan of Eva, my favorite anime of all time actually. This would totally happen because they collab with literally everyone. Want a razor? They got you covered. Want a waffle maker? You got it! Canned bread. Buckets, you name it, they literally collab with anything and everyone.
I doubt we'd ever be able to get a chapter out of it. At most MAYBE as a skin for the judgement (angel and such?) and maybe like Feng doing a cosplay or something.
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109757#Comment_4109757
They are the author of the post so assuming they're saying thank you because they started a post asking for an old lady survivor and now 4 years later its happening.
Ah i see, if they are the OP then that makes sense.
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@Murgleïs said:
THANK YOU BHVR !
Why are you necroing an old thread?
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109431#Comment_4109431
yea and then we are talking about a different game altogether and i do not think that is possible to be done here.
No we aren't It is completely possible to do this without fundamentally changing the core base of the game.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109401#Comment_4109401
I thought it was pretty well agreed upon at LEAST for the killer side that more than a 2k is a win, less than a 2k is a loss and 2k is a tie.
The problem there is the game fundamentally isn't using matchmaking that way. The way matchmaking and MMR works in say, a game like chess is simple. If i win, my MMR goes up, if i lose my MMR goes down. Even in a team game like say League of Legends, that is the case even if i play well, if my team loses, my MMR goes down.
DBD is done ass backwards quite frankly. It is balanced and treated as if it is a team game, but then scored based on not a team game.
A match of DBD is not a 1v4 in terms of MMR, it is actually 4 1v1s.
So you queue up as killer, you are playing 4 1v1s at once. When you kill a survivor, their MMR goes down, and yours goes up. So if you kill 1 survivor you "won" that 1v1. If the other 3 survivors escape you "lost those 3 1v1s". Hatch counts as a draw.
But this creates really stupid scenarios where like, what if the survivor i kill is way higher MMR than everyone else, i could technically end a match gaining MMR by only killing 1 survivor. Or vice versa, where i kill 3 survivors, but since they are way lower MMR, i actually lose MMR from the overall match due to the 1 survivor that escaped.
Until they actually officially state a true win condition and actually have MMR account for it and actually balance the game around it, then you have to treat it as 4 1v1s. Which means even a single survivor escaping means "you lost (that 1v1)"
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@GentlemanFridge said:
That would require defining what a win is, which varies per player.
The devs can decide the win condition on their own, they just refuse to.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109323#Comment_4109323
Yeah, thanks, you're still arguing from some spread position where you're using the current game state to argue against an entirely new one. Without Endurance, DS cannot be weaponised. It doesn't matter that DS can be weaponised now if in the new game state it can't.
You miss the point again. In this new world hypothetically, DS shouldn't even exist, because it doesn't need to.
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@Firellius said:
The game actually got slower on the survivor side. Basekit regression was boosted, and gens take longer to complete. Killers tunnel more because there's more room to do so, with DS getting a really agressive nerf. Additionally, with gens taking longer, the best counter to tunnelling (Rushing gens) also got nerfed.
This in turn means that survivors need to bumrush generators because a tunnelling killer cannot be challenged after they start tunnelling, you have to be on it from the start. And with survivors stacking as much anti-tunnel as possible in order to stand a chance, killers have started circumventing all of it by using slugging.
I legitimately think that tunnelling/slugging/camping are lynchpins in balancing issues and a lot of problems could be resolved if those methods were nerfed. But any attempt to address them will get met with outrage, so they get a free pass.
The problem is the devs continue to try to deal with these strategies by punishing killers rather than doing what they need to do.
What they need to do is to reward healthy play (on both sides btw), and just make the unhealthy play fundamentally impossible to do instead of punishing it, while creating new mechanics for people to engage with. You don't need to punish tunneling if it literally cannot exist.
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@Balrog said:
Although I don't have any specific information, I am happy to take this to the team as feedback. We consistently monitor the Killer side in 2v8, and that includes pick rates and kill rates. Is there anything additional you'd like me to share regarding facing the Oni that has not been enjoyable in games, such as with a certain Killer Class or partner?
Well take down my feedback that i think the OP is wrong and oni is fine and fun to go against.
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@Arcturus said:
Yeah idk, I don't think they should just straight up remove him because the more killers the better, but they definitely need to nerf him. Most my games have been against Oni as well, and he essentially is always in power, which is crazy strong when you consider he's able to one shot even though Billy is not. I think they reduced the amount of blood orbs that spawn, but considering how many survivors are injured at any one time in 2v1, the amount of blood orbs really needs to be reduced more
Billy can 1 shot.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107325#Comment_4107325
The mode is not "easier" for survivor, its simply not the same as 1v4 and needs to be played differently particularly on the killer side. You are also actively ignoring all the buffs killers get in the mode. Less gen repair time but map sizes were not even close to doubled leading to many gens being closely bunched together while two killers run around a relatively small area and regression is incredibly quick. Its more survivor sided than normal 1v4 but not nearly to the degree all the complaining about it suggests.
My personal escape rate was 57% but my personal kill rate was 62% (including 59% on trapper), guess that means we need to nerf both sides lol. Personal escape rates are not indicative of actual match outcomes, I can escape every match with every other survivor dying each time, the same cannot be said of kill rates. Never forget that every time you abandon a match the stats website ignores the match inflating your escape rate, if you abandoned even a single match then your escape rate is inflated.
The best way to stop 2v8 from messing with regular queue times is to make it permanent and only swap it out when another game mode is active that way the novelty can wear off. If queue times don't eventually normalize then its the perfect showcase of how bad 1v4 has become. Of course we can just look at how much the playerbase spikes whenever 2v8 comes back around to tell us that.
Last time we had 2v8 my escape rate was like 75-80%.
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@entrpped said:
I’ve been playing this game for a really long time and noticed here recently that we have a big problem with some killers. No matter if you’re in a swf it’s still hard to beat them. Ex: chucky, knight, trickster, these killers that are stated are so awful to go against I always get 4 manned slugged no matter what and just lowers the fun I have for the game. Playing against a knight is so mindless you don’t even have to be some what decent to play him it’s a zero skill killer and his cool down is so fast it’s impossible to loop for more than 20 seconds.
"We have got to nerf some killers"
Proceeds to mention 3 of the worst killers in the game.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105774#Comment_4105774
She is good till you get close like 14 meters and less and then she is just 4,4 killer who can use power but has to 180 flick to maybe get hit thats super hard and she gets slowed a lot by doing it and has huge cooldown for following with m1 attack. Basicaly killer you cant play on controller.
On paper she looks god tier but thats just on paper, what matters is hod it works in real game. People complain on every killer I dont remember killer that didnt got hate like even uknown was called op because he can hit you through objects some make him look here like new nurse or springtrap which few people called here “has no counterplay” or that he is new ghoul etc.
Every time new killer comes he gets hate in some degree, you will never do/create something that sill like everybody thats it.
Let me put it this way.
I am a nurse main with almost 5k hours. I main nurse because she is by far the best killer in the game, and i want to win games. I don't say this to brag but i don't count "win streaks" or anything, but i legitimately cannot remember the last time i lost a game as nurse (maybe once a week or 2 i get a draw).
With all of that, if the judgement releases as is, i will become a judgement main.
I don't think the content creators are correct and she is not that difficult to play. She's definitely going to be more difficult than nurse, but it isn't some crazy mechanical skill that takes years to master. I suspect i will be winning games with her like i do nurse in a month at most after i have perfected my build with her.
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@Xendritch said:
I won't be commenting on if this is good or bad design or whether it fits DBD or not I'm just stating some observations from watching a ton of gameplay the past couple days.
I think the reason Judgement has been considered so hard by so many people so far is because she's like Nurse in that she does not play normal DBD. It's kinda been established already her chase is fairly weak and you kinda have to fiddle with the camera to get it to work short range at all. However I think the trade off for this is Judgement being the game's first true sniper. Yes killers like Huntress and Artist can also snipe but I think unlike them not only can you snipe with Judgement I think that's actually the point and how you're supposed to play her. I genuinely think a strong strategy with her is to just sit in the middle of the map (on high ground if possible) and just start firing beams at gens around the entire map trying to snipe people. I think this is intentional design when BHVR gives the beam 60 meters of range so if you're in the middle of the map there's very few places you can't reach. This I think gives her excellent map control and strong 4v1 to trade off her 1v1 being kinda trash but I think a lot of players are not gonna like this because it means you're not really supposed to focus on 1v1 chases so much (for the record I personally like it and think it's kinda funny).
So if you get on the PtB and struggle a lot because you're trying to chase don't be surprised. This is just something to think about and try because I think BHVR might have made something unlike what people are used to.
Her chase is not weak and she is by far the best killer in the game if they release her in the current state.
I suspect that if they do nothing, in about a year people will be complaining about her being too oppressive once people get the hang of her.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105716#Comment_4105716
Acting like bad matchmaking doesn't exist is a very weird gaslight. I've had people with less than 100 hours and I've asked them if those are their actual hours and they've said yes.
You think people would really do that? Just go on the internet and tell lies?
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105609#Comment_4105609
You have no idea when they got the game vs when they started playing. This game is free on console and this is a console player. They also have no badge, banner, or item and played like a baby. They all did except the Jane, who was just not terrible. Everyone has had these matches, and anyone who has at least a thousand hours in the game knows the difference between troll and baby behavior.
You also don't have any idea when they got into the game vs when they started playing. You are making assumptions without any actual evidence other than "i can tell the difference"
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@cogsturning said:
In events it's probably because of the amount of people playing. A smaller pool means more chance of babies. Otherwise, I usually assume I'm backfill when I get these lobbies in 1v4:
https://us.v-cdn.net/6030815/uploads/RRNMWTUPLF65/19fa48f676954-screenshoturl20260720-143458.jpg
This is just a recent example. It being a hiccup doesn't make me feel any less like a rabid dog set loose in a preschool playground when I get to the scoreboard and see that single green perk and those abysmally low scores. Backfill really needs to pull from the right bracket.
The person there is playing Laurie, who isn't available anymore. Hardly a new player, probably somebody trolling.
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@sp1nu_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105483#Comment_4105483
So we lying or something ain't right… 😅
I had an Adam with tier 1 Empathy and tier 2 Lithe… I will let this clip speak for itself.
…and Lara running Calm Spirit… a perk known as one of the worst perks in the game. I'll give her the benefit of the doubt since it's a Lara player but Adam? He was moving like he just installed a week ago. 😭
This killer was not good either. Something ain't adding up!
https://us.v-cdn.net/6030815/uploads/FO7ICCVOR4CY/img-5079-jpg.jpg
You show this but its like. Idk man. Are you telling me that you have never made a mistake playing survivor ever? Like never have you ever accidentally dropped a pallet? Or ran to a dead zone after forgetting the dead zone was there? Or dodging into a huntress hatchet instead of away from it? It could just be someone with lots of hours just making a mistake because that is what people do sometimes, and they are playing a character they don't normally play because they are doing like old rift challenges or something (its what i typically do during events like this)
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105164#Comment_4105164
Oh my god I didn't even know that. Isn't the standard 60??? That's ridiculous
I just googled actually, it used to be that but they upped to 60 at some point.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104960#Comment_4104960
No, I know what your talking about because I've played pvp fps games a lot as well, and that does come into play somewhat in DBD, but it's mostly the net code. No other pvp game I've ever played is nearly as ping dependent as DBD. Besides a couple interactions like grabs and pallet stuns, it is based off of the killer's POV / connection. That's why when you're playing on normal ping as survivor against a super high ping killer, they can hit you from miles away: on your screen they're miles away, but the server prioritizes the killer's interactions and on the killer's screen they're right behind you, and when they hit you you suddenly teleport 5 meters further on the ground. I'm probably doing a bad job explaining it but I had the system explained to me and it's seriously bad
Part of that is the tick rate btw.
DBD servers have a tick rate of 20. Whereas say valorant is 120.EDIT: This is untrue actually, with a google search looks like it USED to be true, but today it is 60.
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@Arcturus said:
I think the problem is more so the net code. The net code inherently favors the killer in almost all interactions, which is why you'll get sniped from 10 meters away by an m1. I have never played any other multiplayer game that I could feel my ping as much in as this one. What's worse is that it makes switching to killer frustrating because sometimes when I don't get a hit I think it's BS, but that's because that's what it's supposed to look like. It just makes me realize how much I've been getting robbed, especially because BHVR decided to put 2 servers on each cost of North America and not a single one in the middle so I'm stuck on 60-90ms
While you are technically correct, you have the point wrong. If you lookup the concept of "peekers advantage" in an fps like cs for example, you'll understand. By definition, just literally how networking works in general, the aggressor has the advantage. But in a game like DBD where only 1 side can actually be the aggressor it makes it feel like its "favoring 1 side" but that is just purely due to how online networking in multiplayer games functions in general and not due to the game itself favoring one side or the other. You can't really change that.
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@Angy_Quentin said:
Presets are a bit rough all around. They need some work, but i don't think it's a priority.
All they need is to make them importable and exportable via a code, could also enable people to share their loadouts easier with other players too. Simple base64 encoded json aught to be enough, i.e. like:
{
"item": "medkit",
"addons": ["Styptic Agent"]
"perks": [
"borrowed time",
"decisive strike",
"unbreakable",
"kindred"
]
}becomes:
ew0KCSJpdGVtIjogIm1lZGtpdCIsDQoJImFkZG9ucyI6IFsiU3R5cHRpYyBBZ2VudCJdDQoJInBlcmtzIjogWw0KCQkiYm9ycm93ZWQgdGltZSIsDQoJCSJkZWNpc2l2ZSBzdHJpa2UiLA0KCQkidW5icmVha2FibGUiLA0KCQkia2luZHJlZCINCgldDQp9 -
@Elan said:
Make her:
→ 4.6
→ Triggered traps give 10 % hindred
→ She has 30s cooldown to teleport to any chosen trap
With these she migh be more viable, current Hag is all about getting someone into basement and set as many traps around as possible.
I actually think this is pretty good. I think she needs 4.6 or a jason style (becomes 4.6 for like 20 seconds after teleporting to a set off trap), and basically make it so if you time it perfectly, setting off a trap should always grant a hit and then letter her teleport to any trap for a little mobility is solid on a cooldown.
From there they need to remove some more annoying aspects, make it so she has hook punishmenets like other killers when teleporting to a trap near a hook like jason and such, and make her basement play far less annoying.
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@HexSlugged said:
This perplexes me because in many games it seems like an obsession that the only thing that matters is to blind at a pallet and because you blind me at a pallet you are now going to lose the game.
If you throw the pallet and i start to kick and you blind or you blind before i kick you have literally achieved nothing.
I am already locked into an animation for the majority of the blind and you have not moved for a portion of that either. by the time the break animation has ended there is barely any blind left and i already am going to know what the other possible and likely routes are on the other side of the pallet as well as i can both hear you and have game knowledge to come out of the blind right on your back literally well over 90% of the time. in the last 100 pallet blind i can honestly say i have not lost a single chase or even lost more than 1 second or so of chase momentum by any pallet blind.
you could have just made distance. but there seems to be this weird thing where if a surv has a flashlight they think they HAVE to use it at every opportunity.
pallet blinds are a waste of your item on any killer whos somewhat experienced at the game.
I just had a game where 3 of the 4 survs had flashlights and EVERY SINGLE PALLET they would pallet blind and then they would be down because of it when they could have gained an entire new loop if they just didnt do that.
Personally, i only do it when i'm trying to do a quest or something that requires me to blind. It is usually at least a single guaranteed blind, maybe even 2 if i get a pallet stun. Otherwise it is legitimately a waste of time as you'd be better off just gaining distance instead. Any decent killer will hear where you go anyway.
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@SpyUA said:
I totally agree with this but it would be chaos at the start and the wipe would need to give different people different MMR cuz it wouldn't be great if a brand new Dwight is queued with a sweaty blight or a brand new Trapper queued with comp SWF.
https://us.v-cdn.net/6030815/uploads/V9X1VMZBKK7O/1000131332.png
This is less of a problem than you think it is. If they wiped everything they'd ideally wipe the k-value as well which makes your MMR changes much faster.
So for example, lets say they wiped MMR and put everyone at 1200. Wild west happens. A 5 hour dwight gets matched with a 5k hour blight. They have 1 bad match, the blight's MMR goes up like 300 points, and the dwights goes down 300 points.
After like 5 matches, both players are relatively settled roughly where they should be so the matches aren't horrible, then after 20 or so games you are pretty stabilized within a few hundred points of your mmr.
However there are more intelligent ways to do it, like creating multiple starting zones based on your current MMR.
Maybe like you have say 4 buckets:
- 600 mmr
- 1000 mmr
- 1400 mmr
- 1800 mmr
You find everyones current mmr and drop them to the closest value to them and reset k-values to max so everyone can shift around quickly.
You'd avoid the horrible edge case scenarios you worry about while making the matches at least somewhat reasonable, and after a few days things stabilize pretty quickly.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103174#Comment_4103174
If you stomp a boon with shattered hope, can you then light it up with penti?
Maybe? Its a tough call though, like, survivors could cleanse a hex without breaking it by booning over it locking you out of your perk entirely which probably isn't good. With the nerfs to pentimento maybe it wouldn't be that big of a deal. Survivors could see it is in play, they know exactly where the totem is because they saw the aura of it so they know exactly where the penti is? Would be worth testing to see really, tough to say.
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@Gozuthelivingdead said:
Why is there no visual indication that a boon is active for killer?? Survivors get a indication that a hex is active with an icon, not have the same for killer when a boon is active? I'm aware that there is a sound, but that not really to easy to hear, specially for player with hearing issues.
The game in general has tons of accessibility options for hard of hearing survivors but none for killer. Not really that much of a surprise. It is genuinely baffling to me that BHVR is very happy about being an "inclusive company" and making the game very inclusive while making decisions that actively exclude people with certain disabilities from playing an entire role in the game.
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@Absolute_Zero said:
For bloodpoint gains.
He has a very good BP gain, which is one of the reasons I love him so much. The way he generates points, should be the new baseline for killers. This way, even when you have a bad match, it doesn't feel that bad because at least you get a good amount of points. Now compare that with other killers:The worst offender: Plague
She basically gets nothing. Her power gives very little points when hitting survivors and basically zero when infecting objects. That is her deviousness, her brutality is even worse. 300 points when she damages a survivor with her power and the same 300 when hitting. But since survivors don't cleanse, she is stuck with the 300 per down. Jason gets 500 brutality AND 500 deviousnes PER HIT with his spear, so a down is 1k each. THAT is a strong gain. So Plague is basically at the mercy of survivors when it comes to BP gain.
So I would propose something like this: For every X amount of time spent injured due to infection, the plague gains a certain amount of points. Zero effect on her gameplay, but would make her more attractive to play for people that want some points.Bubba & Billy
Are also pretty bad. They get a good amount of deviousness per down, but only the regular 300 brutality. So if you down survivors with your chainsaw a lot, you get so little brutality.
Ghostface for example gets 500 when he downs someone with his instadown. That is better.
Singularity gets 600 per hit when he slipstreams. Very nice.Just some examples, but I think older killers should get looked at, the discrepancy between point gain is huge. And new killers should all be similiar to Jason, he feels actually rewarding to play thanks to this.
I hope the devs think the same way, but let's see. Survivors could get some changes too, but I don't have any ideas off the top of my head right now. The last BP gain buffs were very nice for survivors, so I am not sure if they need it. (I now get to 35k to 40k pretty regularly as Survivor, it feels very good in my opinion)
What you think?
There's definitely a bunch of killers that need a bloodpoint pass. For example, ghost face gets bonus brutality when he insta downs but hillbilly and leatherface do not, resulting in them often getting far less bp per match. Similarly, sadako gets really low BP from killing survivors with her mori for hook states. Myers also could use more BPs when instadowning, and a bunch of others i can't think of right now.
On the survivor side, they should really do a pass to just give you passive BP in every category while you are being chased. Like, if you are getting chased you get some percentage of BP for each teammate doing a gen, or saving a teammate, or whatever. As well as increasing score events for survivability so you have more ways to get it.
They should also probably increase the BP you get for completing gens, right now if you unhook 2 teammates you basically have full BP in that category, should be similar for gens where completing a gen gets you half a bar.
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@Arcturus said:
As above, what do you think of Diminishing Returns?
Personally, for the most part I dislike it. There are so many perk synergies / combos that got nerfed and became unviable / a waste of perk slots, a lot of which really didn't need nerfing. Like if I want to waste all my perk slots on getting blazing fast heals with no chase/second chance/gen perks then damnit let me do that! The only thing I think Diminishing Returns was needed for was Haste stacking, because on both sides it was insane to go against a 140% killer or a 111% survivor.
That's just my opinion though, what do you think?
I like the part where they added diminishing returns in an effort to be able to start making changes to other perks that they have been worried about in terms of stacking, giving us a PTB for that on April 7th and then spend almost 4 months at this point not making any changes to any of these perks as a result of the changes to diminishing returns. Leaving us just nerfing already bad perks without any changes actually happening. While also impacting low tier killers like clown and somehow making them even worse. While killers like nurse and blight can still do whatever they want (i'm a nurse main btw)
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@Eleghost said:
You're not pressured into it, you can do well with any killer it mostly depends on your skill and the skill of the survivors, as well as the build you use and map even. Even with top tier killers you can still get gen rushed by survivors.
That's very dismissive of someone's lived experiences that they are sharing and trying to gaslight people by saying "you aren't feeling the way you just told me you are feeling" is kind of messed up.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100740#Comment_4100740
You heard it here first folks, Reinami says Nurse is the worst killer in the game!!!
Jk, lol
I said it that way because apparently i have to add disclaimers to literally everything i say. Because i could tell people on this forum that "water is good for you" and then get told that i'm a scumbag because i'm telling people that "oxygen is bad for you" because i didn't mention it in my post.
But yes, that is exactly what i said, nurse is by far the worst killer idk what you all are complaining about /s
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@Your_Dad_Playing_DbD said:
BHVR actively avoid releasing any interesting or useful data. Although I don’t like it, I understand why. It will likely result in endless debate and criticism from the community when people see what the numbers actually are for certain killers, maps, etc. Very rarely we will get the kill rates for a few top killers, which is about as interesting as it gets. Most of the time the only data they release are things like “number of blood points earned by player base” which literally nobody has been asking to know.
Because when they do release data, it is clear their data is useless because it often shows killers like pig sadako and freddy being the highest kill rate killers with killers like nurse often being the lowest (if not literally THE LOWEST kill rate killer). Even when they split it by "high mmr" nurse is often in the bottom half.
This shows a clear issue with the data they provide and/or the communities perception. Either their data is completely useless and bad, or the entire community is wrong and nurse is actually a trash killer (as a nurse main with 4k hours, she is not, she is by far the best killer in the game, i'm just making a point).
For example, here's the last time they released this data:
And it shows exactly this, freddy, sadako and DREDGE are the highest kill rates in "broad mmr" whatever that means. And in "high mmr" again whatever that means, krasue (to be fair i think this included some of the pre-nerf krasue). is the highest kill rate. Along with henry? And Twins? And Lich? Where is blight? Whrere is Nurse? Where is dracula? Where is spirit? Somewhere else apparently.
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@Rokku_Rorru said:
I'm curious and I'm sure the community is too, to see how he is performing. Where are the kill rates from normal 1v4? :)
If you look at nightlight his kill rate over 3100 games is roughly around 51.5%. That probably includes event data but i would be surprised if he is that much higher than that, maybe a few percentage points at most.
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@NeverSolus said:
Wouldn't work, sadly. I like the idea, but the reason Vigil is so strong is that it's AOE that can be built around via exhaustion builds. Killers would need more perks that inflict exhausted than they have now in order to make as much use of an anti-vigil. I'd probably still run it on and off, but it would be inherently weaker on killers.
Nothing wrong with it balance wise. Just assign it the same value as Vigil at increased 66% tick-rate.Actually it would be a perk that would be quite the boon to several lower tier killers like clown, freddy, etc.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100306#Comment_4100306
It probably goes both ways to some extent. I do not imagine Ghost Face or Skull Merchant having a high kill rate. Though I do concede that most are probably where they should be or even above. It does strike me as a way for them to avoid people asking questions about why certain killers aren't being buffed/nerfed. I would LOVE to see what Jason's kill rate is right now.
BHVRs own data often shows pig and sadako as having very high kill rates, and killers like nurse having very low kill rates, with blight often being in the lower half. There is obviously a disparity happening.
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@GroovieAshes said:
I think BHVR does collect the data. They just don't share it.
Nightlights data is not a clear representaion.
Nightlights representation probably skews to higher skill players though (or at least more experienced players) by definition as they not only need to know about its existence (which is something you would learn about over time) but also have enough care to actually upload their matches to it.
Therefore while i agree that it isn't a representation of the overall balance of the game, i feel it is likely a decent representation of higher level play.
And is precisely why i say the things i do on this forum, because playing the game for thousands of hours, it becomes painfully clear that, i would never stand a chance against an organized comp survivor team without comp rules protecting me.
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@Rogue11 said:
Kind of surprised it was left untouched after making all survivors spawn together. Huge nerf to early game progress.
Probably because survivors don't spawn together half the time even though its "fixed"
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@Guardian116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100691#Comment_4100691
It needs to be removed, killers shouldnt get a free I win perk to start. All aura perks need to be removed other than seeing when people are on the hooks. Killers should have to work for their hooks, not get a freebie because of hand holding perks
Has to be bait right?
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@GroovieAshes said:
Is Lethal Pursuer every single game getting old or is it just me?
I run it every game so i can document every single instance of spawns not behaving right since they literally "claim to have made" the change a year ago so i can spam them with bug reports until they finally fix it.
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@Slurp_Ramen said:
He had double turn speed NO SPEED LIMITER with good ping, but getting some downright diabolical hits, he also seemed very aware of where everyone was, with no lethal or bbq, he had no where to hide and infectious but he didn’t kick gens very much at all and still knew were people were at a distance and would track people through walls well past the duration of NWTH (I was sitting bottom main he was sitting above me waiting for me to run into him which I didn’t do he eventually came down and knew exactly where I was).
I don’t know if it’s exploits or cheats but it was a very suspicious game, my duo also got hit through walls and one of the hits he said the billy bumped a wall and still hit him from a mile away. I know bump hits are possible but with everything else it was very strange.
So I wanna your thoughts, cheating or naw? Remember he didn’t have speed limiter.
Billy Cheater (No speed limiter)
https://youtu.be/JOeLKWsemiEThat clip just looks like lag really. The cheating bot billys will literally home in on you and not care. A real cheater wouldn't hit a spot where you were and then still hit you, they would just keep turning and not care.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099688#Comment_4099688
why are you always downvoted to oblivion? I always love seeing your comments lmaooo
I get in trouble for "wrongthink" but i honestly don't even know what the up/downvotes are, i run an extension on my browser to just hide that kind of garbage on here and reddit and similar sites.
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@cluelessclaudette said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099688#Comment_4099688
Notice how I said Knife Spam era?
Guess not.
trickster was trash then and is trash now.
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@cluelessclaudette said:
Too many people and players on both sides whine about "its boring to play against OP killers" and also "it sucks getting 0K, buff my killer" folks. I play both roles and I enjoy killer more than survivor, but I queue survivor more due to queue times. I come from a competitive FPS background (valorant, CS2, Overwatch, Rivals, Rainbowsix) so here's my thoughts
- The killer needs to aim
- The killer needs to be able to express skill shots
- The killer needs CLEAR signals and telegraphs of their attacks so once you get hit or downed by a survivor, you think "Yeah, that was fair. I got out played"
- The killer needs to be able to be OUT played and not just the pallet game
I personally find that all the killers in this game do not meet these 4 criteria, not all of them anyways, except Wesker and the gunslinger. Getting owned by a gunslinger or wesker feels very fair and "low salt". I find that the huntress is pretty close, but her random bullshit axes that fly in the air just don't make sense as a player. The nurse is basically the complete opposite of fair. A really good nurse means the game is solved, and you can't win a chase.
Killers like Krasue, broken trickster (knife spam era), Michael, etc are oppressive, offer no counter play, and really is boring to play against. Same with the kaneki. Failures of balanced game design. I get that this isn't an eSport and survivors have an approximate 40%~ escape rate which says everything already. If you want to expand the audience on this game, you need some resemblance to balance and expression of player skill in the game. Otherwise it's just some meme game.
I don't want to write a giant wall of text or a thesis, so I am deliberately leaving it short and ending my post here. I would like to hear what you think the direction of the game should go forward or if it should just perpetually stay in this "casual 1v4" area with new licensed killers being oppressive cause $$$$.
It's very telling to me that you think that trickster and myers have "no counter play"
