Rogue11
Rogue11
About
- Username
- Rogue11
- Joined
- Visits
- 13,709
- Last Active
Comments
-
Still bugged as of patch 7.3.2
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571434#Comment_3571434
So you would be ok if BHVR nerfed 360s, since according to you, it just hurts survivors more than helps them?
Please bring back the smooth movement animations that were ditched for no reason other than "muh moonwalks". I would be so happy to not be stuck forever with janky ps2 survivor animations.
Also fix blights exploits.
-
@BubbaDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567532#Comment_3567532
I agree, I'm just saying IF. I would settle for once, that wouldn't be a deal-breaker. I don't wanna gather moon--points or anything.
On indoor maps you just don't get a power 😄
-
@UndeddJester said:
Anyone else just breaking off of survivors mid chase to smash demonic pumpkins and occassionally just going for a wander through the void because raisins?
If you want to win, ignore the event... that's probably sound advice for all events going forward. If you wanna have a laugh... jump in a blue tornado. I might even sit in the void permanently one game and slap anyone who comes in, like an angry farmer kicking the local children kids out of his crop field :D
"it was only a couple of carrots!"
-
@ProfessorDunwich said:
For tunneling to be successful you must take at least one or sometimes 2 hits after the unhook. Where are the calls for Survivors to improve their map and knowledge, situational awareness, looping ability, and stealth skills?
I frequently see killers arguing for map and survivor perk nerfs, on the basis that "you're not supposed to last longer than 30 seconds in a chase". In this context, how is a survivor expected to deal with camping and tunneling when they're expected to die ~3 minutes into a match under such conditions?
In other words, you can't advocate empty dead zone maps and nerfs to chase oriented perks while still allowing camping and tunneling as easy strategies.
-
@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563172#Comment_3563172
"Leave loop or die". It is as if there were no other killers where you could make the same summary.
How would you rework it then?
Her biggest problem right now is there is no way to get rid of lock on progress. I've had games where she puts 6 drones on a 3 gen area and keeps replacing them and patrolling. As she pushes people off gens, lock on inevitably builds up until someone gets a claw trap and then she rushes you down at mach 10 hip sway. That and the minimum distance between the drones is so short she can basically overlap them across a huge area, making it impossible to clear them out.
-
I'm not a fan of the cheeto cosmetics but a fair amount of players seem to like them. It's whatever, i have enough other outfits to use.
Just know i'm silently critiquing your poor orange gooey fashion choices in lobby.
-
@Dwight_Fairfield said:
Great for killer (aside from the horrid red making scratch marks difficult to track as usual) and horrible for survivor. Lots of dead zones.
Do you even need scratch marks on this map when you can wave at the survivors from across the map as soon as the match starts? It's mostly an empty dead zone field full of random junk boxes that don't even block los...
-
Same for Reassurance.
-
@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558571#Comment_3558571
Those aren't nerfs though.
I've been told they aren't exploits either so I'll take fixing them however they should currently be categorized.
-
@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558420#Comment_3558420
I think it's more Buff for Survivors than Nerf because if we did that we might see Survivors using 4 chased perk instead of 3
If that were true, everyone would already be using 4 chase perks. It should be obvious by now after a year of being the #1 most used survivor perk, it's not a training wheels perk. It's a "turn your brain off and follow Google Maps through every pallet on the map" perk.
-
Fix various Oni and Blight exploits
-
That doesn't look like the current in game Claire model. They actually improved it quite a bit sometime last year.
-
Reworking Knock Out and Hex: Third Seal, perks that only exist to stomp and BM solo queue players, would be a good start.
Other than that, it's primarily a matchmaking problem.
-
Is this the worst 3 gen spawn of all time? The screenshot might not show the gen at cowtree but there was absolutely one there.
-
@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/392924/everyones-getting-their-last-camps-in
Not much time left. Man I'm sure gonna miss huntress climbing on mountain hills posing like Hercules. good times
You won't likely get far against Huntress doing this after the update. If the Huntress can aim you'll get hit once as you unhook yourself to deal with Endurance and then M1'd before you can get any distance. Guess it could still keep her from snowballing potentially as the rest of the team can just stay on gens.
-
Will this rework actually be decent or should I start burning all my offerings now? Feels like a waste when I'm now stuck with tons of RPD and Coldwind offerings after the maps got butchered.
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547230#Comment_3547230
Be real here, what killers can actually carry that 5s aura far from the gen? Nurse and blight...? everybody else doesn't get much value outside of the generator's vecinity.
NWTH is fine as is, info perks generally speaking are perfectly fine.
If we go by "Well players shouldn't be able to carry wallhack abilities around" then undeniably we'd have to nerf a plethora of survivor perks like WOO, Deja Vu, Bond,empathy etc etc.
You're making a great argument for tying the aura to the gen location. You just said yourself, Nurse and Blight are the killers getting insane value from it. Nerf a perk that is way stronger on already S tier killers and the rest of the roster is unaffected, yes?
-
I look forward to seeing Clown's graceful swimming animation
-
When I see multiple new outfits launch with back accessory parts.
-
The main problem is the synergy with DMS. blocking all gens for 30 seconds after every hook is not balanced.
There's also the fact that it's basically a stronger version of doctor's power that any killer can take, with a half as long cooldown.
Imo it should trigger immediately based on the killers current location and terror radius. Currently it's hands down better than every other information perk while also giving insane slowdown with DMS.
-
....as long as they don't have back accessories. Seriously, stop with the back accessories.
-
You don't "play" knight, you press the guard button and the ai plays for you.
-
@MrCrowBard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546903#Comment_3546903
Perfect is the enemy of good. The solution isn't perfect but it's far better than the current live state of the game. Unhooking yourself isn't an instant down, a number of perks come into play. The survivor has more agency with the change and we'll see a number of successful escapes. Even if they don't manage to escape the game progresses faster for the player and they die sooner, on the flip side as well there's less incentive to suicide on hook which is better for the wider survivor team.
Yea I hope so. Might have to switch to Sprint Burst if the mechanic comes into play often.
-
@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546903#Comment_3546903
Losing is frustrating. But most players tend to see that losing likely happens if you don't play as well as the opponent. You have the opportunity to display your expertise during the entire process of being tunneled, so you can avoid it if you play well. This is not the case while being face-camped. This is the reason that tunneling doesn't getting nerfed (any further), while camping is.
"Darn, this guy really knows how to count to 10. Oh well, guess he's just better than me."
-
@MrCrowBard said:
Unfortunately your proposed solution doesn't fix the problem statement BHVR would have started with. It's not a case of they thought "Face camping is bad and we should push killers for it", face camping is already sub optimal in a lot of cases but it still remains effective. Their problem statement was "Face camping is unfun for the survivor who is taken out of the game and has to just sit and wait out till death".
You can see this in the language used in the PTB notes they released:
"it can quickly become frustrating if the Killer decides to wait nearby, preventing all but the most coordinated of teams from rescuing you. [...] there’s not much the Survivor being camped can do."
The intention of the change if to add more engagement for the hooked player. Simply making gens go faster and the rest of the team having the potential to progress the game to an end state doesn't really change anything for the hooked player who still has to wait around (albeit a shorter time) .
Being tunneled immediately off hook is also frustrating. I'm not saying it won't help but there will be a lot of cases where you jump off hook into a dead zone and get nowhere.
-
I definitely wouldn't use it first chase, or while full health. The value the team can get from looping it multiple times throughout the game is worth more than losing a health state early. Health states are a renewable resource for survivors while strong pallets are not.
-
Camping / tunneling early would be very strong if survivors weren't able to pressure gens at the start. How about we double hook state timers as well.
-
@Necrobot said:
It is on console (apperently for a long time).
I had it work for me against his grab yesterday so maybe it's random or requires certain conditions to break?
-
Does it really make a difference which killer you get when all of them are running Ultimate Weapon, Pain Res, Dead Man's Switch and blocking every gen? I was reliably informed "all gen regression perks are gutted" btw.
-
@Pulsar said:
I simply don't have the time to devote to DBD anymore.
TCM is the casual game that DBD no longer is, they appeal to different crowds.
TCM seemed like the fun casual game I wanted it to be...for a few days. Now it feels like the worst solo queue mmr teammates vs 3 DBD killer mains on comms.
Major balance issues that players on both sides have immediately chosen to abuse to the fullest extent, making the game feel even sweatier than DBD.
Stun lock Sissy build where you just die as soon as she catches you. Two tap kill leatherface build same thing. Johnny spamming m1 constantly to move 20% faster the entire match.
On survivor side, no one plays in a remotely "role playing" way. As soon as I load in, everyone is spamming loud noises, waking up Grandpa and tbagging killers after stuns. Connie instantly opening doors and escaping in 1 min. Survivors using bone scraps and door stuns to bully chain stun killers.
I've ended up mostly going back to DBD for a more casual experience and that's really sad.
I do hope they improve TCM and maybe foster a more fun community over time but they have a lot of work to do.
-
@Firellius said:
I find it funny that killers get more aura perks, then Distortion gets buffed to properly counter it, and then the newest intel perk completely circumvents Distortion. It's like a really slow game of rock-paper-scissors.
1. Create a problem
2. Sell the solution
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540749#Comment_3540749
Still a nerf, also not the main point of my post which you didn't address.
You're using stats from all killers, and from an unreliable source. When STBFL literally does nothing for a good portion of the killer roster. Would love to see official perk stats on, say, Demo and Nemesis players at mid and higher mmr. I guarantee it's higher than 11% on them. And doesn't change the fact it was collaterally buffed by the basekit cooldown reductions and that should be fixed (you can even have your extra 0.04 seconds).
-
@Mandy said:
Blocked gens have always been able to regress with perks such as Pain Res but they do not regress with passive regression - killers can't kick them, Hex Ruin doesn't work on them. It's the instant regression that works, that's by design and has always supposed to work in that way.
I don't think that has always been the case at all. From my own memory and other sources posted, blocked gens were in a kind of stasis, frozen in place at whatever progress they had. Otherwise blocking a gen is nearly always in the killers favor.
-
This won't fix the gap because the greatest advantage of swf has always been avoiding the terrible matchmaking system by ensuring you have 3 good players on your team.
-
Same for linked survivor hairstyles. They said they were going to unlink them on a case by case basis. This was around 2 years ago...
-
But I was reliably informed it was "literally old dead hard" multiple times 🤔
-
Yes it should be nerfed. It encourages boring hold W and predrop chases for both new and veteran survivors.
-
@sanees said:
Imagine that we have reached such a point that the survivors are completely satisfied with mft (absolutely broken op perk) and at the same time they cry because of stbfl (a perk that only helps weak m1 killers)
STBFL saves significantly more time to catch a survivor holding W than MFT provides a survivor. Interesting how only one of them has been whined about endlessly over the last month.
-
@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497395#Comment_3497395
You're playing stealth killers that can crawl right up on someone and smack them before they're aware. If I'm playing Trapper, and I outplay a survivor at shack, they shouldn't still make the window safely because haha funny injured haste perk.
People are making a big deal about it because it is a big deal. A lot of safe tiles are designed to be safe for default survivor speed. When you cut the speed difference by 20%, they become exponentially safer.
You played Trapper and didn't have at least 2 traps up at shack?
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497389#Comment_3497389
"Sometimes" applies to things like lucky break and smash hit.
"Always bails you out" is a more accurate descriptive term for MFT+Resi
And yeah, a perk always bailing you out in chases that by design you're intended to lose, is problematic.
Weird, all the times I catch MFT survivors trying to greed an extra loop instead of popping lithe and holding W must have just been my imagination.
Do you also complain when a killer forces an Enduring stun at a weak pallet and then bloodlusts for a free hit? Because surely chase perks that are always active are completely unfair for both sides right?
-
It's a chase perk and we should be outraged that it...sometimes helps during chases? Ok boss.
-
Blight because he's untouchable by the game balance team. At least they've admitted skull merchant is a problem and will be changed eventually.
-
@CatnipLove said:
Why do some killers on this forum refer to survivors getting hit as them making a mistake? The only time a survivor can avoid damage for the entire match whilst looping is if the survivor is infinitely better than the killer they are playing against . The killer is not on par with one survivor.
In regards to requirements. As killer, my perks just enhance whatever I'm already doing to make the match easier. The only requirements you can really put on a perk for survivors is to do gens/totems and rescue and heal teammates. Neither of which are suited for someone who is focused on looping the killer. They could change MFT so that after you have successfully looped the killer for 30 seconds the survivor gets a speed boost, instead of needing to be injured. It would be a conditional speed boost, but it would probably be even stronger than it is now.
There's no point in doing a straight comparison between the two roles as they are completely different. Pointing out that survivors have different requirements for using perks doesn't mean survivors are playing in easy mode. Survivors have to account for things that the killer never has to, and the same is true for playing killer.
Killers complaining about getting outplayed in chase: "chases aren't supposed to last more than 30 seconds or it's unfair. You're meant to get hit"
Killers complaining about perks that help when injured: "why are survivors rewarded for their mistakes"
Am I meant to lose chases or not? Or does it depend on what perks I'm running?
-
-
@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495519#Comment_3495519
Garden of Joy and Borgo disagree.
Also Red Forest and Shelter Woods were made better for survivors. Autohaven also kept its pallets (even got some pallets added to edges of the map) and Gas Heaven's main building became even stronger.
This is not a "new balancing meta".
Gas Heaven is terrible for survivors now. Shack always spawns with a hill and that useless truck vault tile. So once someone uses shack pallet it's a complete dead zone. And good luck finding a pallet in the car stack loops without Windows of Opportunity.
-
Based
-
The screams start early and cut off too abruptly. It doesn't match the animation and sounds unnatural.
-
The screams start too early and also cut off really sharply. It's like the worst of both previous versions.




