RhodosGuard
RhodosGuard
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368533#Comment_3368533
Didn't killers get basekit tier 1 brutal strength and 2 stacks of stbfl as default
Couldnt find anything about stbfl in the patchnotes
And was brutal strength really relevant? The time is still enought to be blinded while breaking.
Meanwhile Survivors got BT.
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@AverageKateMain said:
Whenever I play survivor or killer I can be satisfied with EVERYTHING cause I know it's just a game. Unfortunately I cannot say the same for ANY of you guys. I mean you right now, creating us v them thread is quite literally complaining about the thing your discussing? None of you guys can be satisfied until killers are basically stuffed animals chasing people and survivors are allowed to stay alive as long as some blonde chick tripping in the woods during a chase scene and never getting up. Please let's not
But games are supposed to be fun. If you keep stuffing survs with basekit perks while they already have advantage at each interaction, it stops being fun for killers. And it feels like for every corn killers are thrown, survivors get access to the granary.
I get that this is an asymmetric game, but there has to be a reason, that the Blood Point Bonus is on Killery 90% of the time.
It's an "us vs them" topic, because it's asymmetric, how can it not be, when everytime survivors cry that killers are "doing something toxic" they get thrown some basekit perks, but when Killers have problems it's just "play meta perks lol"
I dont want to have overwhelming advantage, but I'd like it, if I wasnt simply ######### backwards for playing a certain killer or without certain perks or addons.
If you are fine with the game as is, cool for you, but some people would actually like an experience where their skill is more important for winning, than whether or not enemy survs will let you have fun or not, more important than whether you have leveled the correct killers so you have the correct perks to actually win with.
The reason this is an "us vs them" is because BHVR are clearly favoring 1 side and I am pretty sure it's not killers.
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"If you refuse to optimize you shouldnt be upset that the game isnt fun" is not as strong as an argument as you think.
Tell me, why is Knight oppressive in chases.
He is basically a M1. If he goes into his power, he doesnt see you, he only hears, and he goes into a static animation and you can just run. Even better if you just make a 90° turn any direction.
The main element of chases is pallettes (and maybe vaults)
At Vaults Killers are baseline disadvantaged because they cant rush or go fast unless you play specific Killers or take the Clown Perk.
At pallettes you have literally 0 power. You either need to win the chase before a pallette or be forced into a lose-lose every time. You Either enter Pallette and get stunned, you loop around pallette and can only win if the survivor is bad, they drop pallette early and you need to either break pallette, and give them a headstart to the next pallette (or get blinded), or you need to abandon chase.
You can play the game by flowchart and win. And while you are in chase the others pop gen after gen.
Rebalancing the game should be the core aspect when killers base kits are doomed to fail.
The problem isnt being bad the problem being that your performance depends more on surv skill than your own.
People like to say the game is about mindgames, but it isn't. It's a reaction game, and survivors are always free to react.
You wanna deny that survs are catered to, but when was the last time a killer perk became baseline and when the last a survivor perk became baseline?
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358627#Comment_3358627
This literally already happens.
I can't count how many times I've been hit by a pallet AND injured/downed the survivor. And it's by design, there is a small window between "pallet falling" and "pallet hitting" in which hits can and are meant to be able to connect.
I feel like while this can happen, the window is probably way more narrow than 0.5 seconds.
If I look at the DH animation and how long it goes on for when I bait it out, if this was the window in which I can take a stun hit, and hit a M1, it would be extremely generous to killers. Even more so, if the stun triggered Hubris.
(which is honestly not that good a perk considering I need to win a chase I got stunned in to utilize it, and the surv must be healthy)
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At the level I am currently at, I still regularly get teams where 3-4 people pick DH, even though I have learned to bait it out, or maybe that's just the survs I play against being bad.
I recently heard something that makes a lot of sense to me, which is that for a killer your success seems, more often than not, more dependent on the survivors skill rather than your own.
That's why I barely get fun 1k, 2k or 3k games, it always flips between "getting stomped by people running every loop at a pace where I cant compete with the gen progress" or "these 3 survs keep orbiting the same 2 gens and expect me not to abuse their inability to spread out" and if I get 2k/3k kills it's often people sacrificing themselves for gen rushes, or games where I get teabagged at gate.
This is important here, because it seems like DH applies to that pretty well. I currently only play knight, and I dont yet get why he's supposed to be "anti loop" as soon as I go to spawn a guard survs go "haha goodbye" and are already running to the next loop.
I can honestly say, that at my current rank, when facing a non-swf, non-stomp Surv team I can outplay Dead Hard when I know someone has it. Get close, wait for the funny animation of them ducking slightly lower, press M1.
This is the lower skill level, agains this, I can do something, but if you get people who know how to utilize it, it probably goes down the drain pretty quickly as I cant lunge at pallette.
I suck at this game. I'm not gonna lie. Probably because I insist to play with those 4 perks only, and because I have 0 ideas how to break loops. I always feel like at every pallette my option is to take the stun, chase them for 1 minute and have 2 gens pop, giving up the chase, or breaking the pallette so I can chase them to the next one. So, you can take everything I say with a grain of salt, but I feel like if something is unfun to play against at low levels, just extremely bothersome in mid-ranks, and dominate the mindgame at high level, then there is something wrong with that aspect. I think that is what dead hard is. One of those things where as a killer it either means a surv wasted a slot or it dominates the whole games mindgame.
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As a low-skill person who just came back to main knight and play the rift, not only did the rework surprise me, but I also dont like that, even in lower levels, DH can force me to either miss a hit intentionally, or attack into DH, as long as the survivor just reacts semi-well enough to my attack windup.
That on higher levels using it to get pallet stuns etc. is more prominent and, obviously, more pressing, is clear, but even to me it feels weird.
Maybe it'll be easier to play around once the animation isn't just the surv ducking slightly lower, but at the moment, at least from my PoV, it just encourages tunneling whoever has it, so I dont need to play around it, or suffer a 3 healthstate surv every 40 seconds.