Rokku_Rorru
Rokku_Rorru
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- Rokku_Rorru
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Something about the killer taking blinds like a champ to blow up gens is really funny to me, I approve of the chaos that would add (so long as the regression isn't absurd)
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@PleaseRewind said:
Sometimes I think I'm playing a different game to some people who comment on here about the state of solo q. This is just not my experience as a solo player at all. Sure, at times I have frustrations but for the most part I enjoy myself. That's why I continue to play.
I still have fun too, my complaints these days are less about solo Q and more aimed at the S-tiers ruining everything.
What's funny is tunneling/slugging etc more effects me when I play with friends, coz I feel like I am powerless to help my friends enjoy the game more. In solo Q I'm free to move on and go next without dwelling on it waiting on friends. -
@OnryosTapeRentals said:
They mean that they aren't going to go out of their way to prioritise the Survivors' fun (i.e. not tunneling or camping). You've misunderstood their quote.
I don't think they are misinterpereting it, I think punishing other players for a devs choice is such a negative way to handle things.
Stikyard has a point, people need to be playing this game to enjoy themselves, not be miserable. -
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016987#Comment_4016987
I still wonder whether the Finisher Mori wasn’t a better solution, since it also removes the awkward ‘clean-up’ phase for the killer.With how they've handled abandons, for all we know BHVR would have made it so the finisher mori treated every player who wasn't the one Moried being treated as a draw.
I laugh at these kinds of posts everytime coz while it's an extreme take, its funny coz it's at the point it's believable LOL
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@angrychuck said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016942#Comment_4016942
They will be but we obviously don't have any date for that
I feel like unless they fix the wierd input lag on console (even on an OLED Monitor I have tested it), K+M won't feel good on console at all. It's really noticeable on skill checks when you test both PC and then PS5
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Oh that's awful if true, we are never going to have a more enjoyable experience for both sides so long as the abandon option exists coz if they are balancing off stats, their is no point.
It also means the official stats they released recently could be very innacruate, I'm pretty concerned about this ngl. -
@Royval said:
Impossible skill check doctor is a troll build. Very easy to vs.
IDK if its just me but I find this really hard to do on console with the strange input delay PS5 has, even on an OLED monitor it's laggy compared to pc
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@SiegSprite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016406#Comment_4016406
Yes! However, I believe her head piece cuts off below her neck, so they’d have to probably make the choker part of her head cosmetic. Maybe they could just release a new outfit with a choker, a new shirt (the purple one, maybe), and the pants.
There is a lot of cosmetics that have the choker part of the torso, even tho the neck isn't part of it, so it is possible
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@Moodyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016509#Comment_4016509
how would you change them personally i dont see any issues with them having good mobility
I honestly think Wesker is who to look at to make them balanced, he has just the right amount of mobility and anti loop to make him fun to go against but still strong in the right hands.
Blight having 5 charges all which can break pallets
Ghoul being able to slow WHILST vaulting
Nurse just ignoring everything if in the right hands whilst working with aura reading
I don't think the issue lies in applying a blanket exemption like the anti tunnel, they need their powers brought in line with wesker and then go from there. -
Yeah I am too, it's annoying
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We just need to bring hyper mobile killers in line with everyone else, instead of punishing everyone else because of them. So frustrating, the game could be better balanced if they all were dealt with as it'd even the playing field.
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I'd love this and add the choker to the tops too
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@stikyard said:
I get down voted for reposting collected data… interesting.
You're looking into the downvotes too much, there is always gonna be someone who is being negative haha
No I do think it's valid to point it out, coz there is a lot of casual 4 mans who aren't good at the game too, the most toxic assumption this games community has is everyone in a 4man is tryharding lol -
I agree about what you are saying honestly, I've been saying this about the s-tiers for ages.
I want the more interesting killers to have more spotlight. I hate the high mobility ones, it makes for such boring matches that barely use the map they are on.
I love playing against any of the other killers who aren't hyper mobile. -
Iri's are annoying on both sides, I feel like they could be kept out of event modes and I'd never miss them. With how easy it is to get BP's now they are everywhere.
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The new abandon for being slugged out twice I've only ever gotten against Ghoul/Nurse/Krasue/Blight and I'll happily take that abandon over playing a match against any of these snoozefests.
I will never stop calling for hyper mobility to be cut down or given limitations. The game would be in a much better place. -
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016104#Comment_4016104
Hebis more fun to go against then play as because of how punishing he is on open maps and areas, if you hit survivor with uvx you have 10 seconds which is just one shot or nothing if you dobt land it not to mention survivor reveals you when he has you on his camera so when survivor loops you around some rock that is blocking your viev on him he can still reveal you because he can see you with his third person camera and you have no chance to hit him so its waste of shot and that is big resson unlnown isnt played more because even artist must hit survivors two times (if her crows go through some object, she can hit you directly like 14 meters range and injures you) but she can do it more consistent than unknown and K would argue its easier because you use one crow to inflict the swarm of crows on survivor and he has like hold m1 for 8 seconds to get rid of them but if you are in chase with him he cant get rid of them instantly with lockers and can use the 8 seconds that fast because when he uses pallet or vaults something the bar tesets like springtrap axe removal and you can spawn 3 birds to zone him or cover big area which is harder to evaid than unknows uvx, only thing artist lacks is mobility but she can hit you across the map and in chase she can outplay loops better than unknown so he is just hit two shots, second one in like 10-15 seconds range or loose which is kinda bad devs buffed his uvx effect on survivors by few more seconds but that happens if you damage survivor with uvx meaning you must hit him two times which feels like old nemesis 3 hits to injure and its key reason why more people dobt play him because he is easy to doge in open areas and very punishing if you miss more than artist in chase range thats just true.
Thanks for reading it to the end before clicking for downvote.I feel they make up for it with their teleport though, it has great anti-loop potential and there is still merit to getting the first hit even if it's removed
I feel like when in the right hands they can be crazy to go against, but their skill ceiling is really high for the shots. I feel if there was more accessibility for learning them, it would go a long way.
I'm not wanting to make a killer stronger I know and have seen is strong in the right hands.
So while I agree it is punishing in open spaces, its also easier to get clean hits on people as there is less in the way. -
I feel like Unknown could just do with an addon which lets them see where the shot will go/bounce to so people can learn them more easily.
I don't want unknown buffed, they are really fun to play as and against, I'd rather focus on giving them more playstyles via addons at this point. -
@Massquwatt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015944#Comment_4015944
It's only niche because it's a perk that demands appraisal be taken otherwise you only get access to maybe one fragile pallet for the match. I don't think they're strong enough to warrant such an insane cost associated with them.
Maybe if it was a normal pallet, sure
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@HexHerbz said:
This is what everyone wants lol. Everyone want's survivor to be extremely easy. Like the saying goes you reap what you sow
I personally just want the S-Tiers brought down and some fair Anti-Tunnel and Slugging
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@tes said:
Genuinely, I like the idea of void being some kind of area where both sides are suddenly get rid of their personal bonuses, so it’s pure 1vs1 with m1 chase
That's what I was hoping for
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@Massquwatt said:
Apocalyptic Ingenuity:
-Now has a 2 minute cooldown
-Opening or rummaging through a chest decreases its cooldown by 50%
A nice, easy change. Now you can use it as much as you like during a match while keeping the original functionality as a bonus but still limited resource.
I'd love this, it's such a shame the perk is so niche
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Even if it can't be done as a PTB, I still think having a mode focusing on feedback for the new feature and getting a larger amount of data would help them by having the new killer in a seperate queue, or new maps or perks.
That way they can get targetted polish feedback on it. -
Do the worldwide statistics include the Japan results? I imagine the earlier results they showed included Japan surely
It'd probably be better to show escape rates per region, rather than comparing it to "the world" -
@ShanoaLegendaryPlz said:
If you stare hard enough at Zarina she starts to look much older than every other female survivor.
Other than that maybe we will get Old Linda from casting of frank stone since they held his cosmetic back, maybe to make a chapter or something.
Linda would be cool, I liked her in Casting of Frank Stone
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@Massquwatt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015751#Comment_4015751
I think this was mentioned in another thread but the pallet distribution is completely borked to the point where it even affects hook spawns. It didn't realize how bad it was until yesterday where I played a match on Temple of Purgation and all the hooks barring one spawned on one half of the map.
That explains a lot, hopefully they don't just bandaid fix it in a rush and actually take the odd good bits from it like the things on the edge (coz they also benefit killers I play like dredge)
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Head On (better)
Makes the locker glow to survivors within 8/12/16 meters of the locker when head on is ready to be used
Overzealous ( better)
Also increases bless/cleanse speed while active by 10 percent
Blood pact (better)
Share your health state with the injured obsession, it will work like teamwork: Power of Two where you have a timer upon leaving the radius that makes you lose the effect when it ends, upon being hit or leaving the players radius, you both lose the health state (it's shared as one) and possibly the haste effect too.
Blast Mine (worse)
Now also stuns survivors LOL or takes a health state if they stay near -
@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015703#Comment_4015703
You're not "locked out" of the void, you're locked out of obtaining a void crystal. Again, you need to be transporting tapes or just not interacting with her power if you want to get one. Same can be said about someone like Singularity, you need to play normally before you use the event specific items
yeah it doesn't let you in, I've test it myself even opening a portal you can trick her, coz it doesn't let you in but it opens it.
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014074#Comment_4014074
Mindbreaker is currently bugged, and won't pause your Exhaustion recovery timer like it's supposed to.
Meaning, you can recover after using Sprint Burst while on a generator, and only be hit with the default 5-second Exhaustion timer when letting go. With Vigil, this is of course a lot less.Do we have confirmation this is a bug? Coz this could be a blast mine not depleting after the duration ends sort of "Bug" where it was never intended
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I think what makes this pallet update so wierd to me is I've seen deadzones still in the likes of ormond, but there is also areas where there is like 5 pallets concentrated in a spot now?
Like is anyone else still seeing deadzones? I do appreciate more tiles on the edge of the maps (Z-walls, locker walls, short pallet walls, H walls) I think that's a good change, but the extra 10 pallets spawning concentrated in smaller areas hasn't really fixed the issue I had where there is some tiles where there is nothing to interact with in the middle of maps sometimes.
Borgo is a lot more bareable now thanks to the change, it was near enough deadzone the map originally so there is some positives. -
Yeah the THUMP it makes is so satisfying, I wish he'd get a proper rework to make his addons more diverse and give him different ways to play.
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@[Deleted User] said:
resident evil resistance had huge potential. realistically it was the game to clean DBD off because it had really fun and unique gameplay, lots of progression, depth, AND everyone knows resident evil
the problem is it was sold with the probably worst remake of modern remakes and was barely supported. also the PC playerbase was ruled by hackers.
even then i hear that the PS5 playerbase is still existant so it's not completely dead yet, just goes to show that the game had strong bones.
if capcom didnt do it, now i doubt that any game will kill dbd except dbd itself, which'll take back-toack colossal mistakes. that being said, carnival hunt may exist in its own space. but not sure if it will ever be competition because it doesnt have stranger things or resident evil in it.
I miss REsistance so much, it's at least still got players on Playstation sometimes.
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I'd like some kind of answer to status effects that isn't like a blanket reduction if we lose vigil, to allow some kind of counter play even if it's like a healing item, or a perk with charges you can use on others or a boon (given it takes time to set up and you need to be in its radius). I think Wicked was going to be a perk like that in its ptb tooltip ?
personally I'd love niche items that could be helpful for removing debuffs to add to the survival horror feel of the game, especially now we have items with charges (would have a cast time so it wasn't easy to do in chase) that could maybe be an answer to longer debuffs like sloppy.
But whether or not this is good or healthy in practice is another question lol -
@dramafinesseXD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014964#Comment_4014964
Maybes not it’s a shame tho I’ve played this game since 2016 and have over 18k hours in it yes I know it’s gross but I can’t even get new friends into the game or play with my very casual friends without having to fight for my life and basically carry the game because it matches us with a p100 ghoul that is two tapping everyone but me
Yeah I feel splitting the playerbases might actually do wonders for both scenes honestly in the long term.
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I will always take this game as a goofy horror game, all my good memories are when silly stuff happens like the killer whiffing or a survivor making a silly mistake in chase after BMing me.
I don't care if I "Win" or "Lose" i just want to stand a chance, which is why powerful options (S-tier killers) and snowball perks/tactics (gen regression and rush and tunneling) need dealt with. -
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015256#Comment_4015256
Or we could take the more sensible approach of addressing the "broken" Killers instead of ruining the game for all of the average Killers.
Would be nice if they finally nerfed them yeah, no reason to punish everyone coz of them
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015187#Comment_4015187
I do not consider Wesker anyway near those 4 in power. His Dash ability and infection mechanic keep him manageable yet threatening, and I'd even say he's one of the best balanced killers in the game against experienced and inexperienced teams respectively.
I've never understood when Wesker gets listed like this. I have more hours with him than anyone and he has one of my most mediocre stats. He's not that crazy. Give him that third dash from 2v8 and then maybe. As is, he's pretty easy to counter if you're not going against a pro.
I feel Wesker is where the dash killers should be in terms of power, he has just the right amount of mobility that doesn't break the game, and can't just break pallets for free like blight can.
it's still so funny blight gets 5 charges but wesker only gets 2, maybe Blight should only get 2. (since he can break pallets)
we need to target high mobility, it's broken in any game. -
Oh wow I had no idea it was 24 percent of a gen, I thought it was like 10 lol
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this is literally one of their largest health issues this game has IMO. It's annoying they are power creeping with new killers as part of their way to sell them.
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I just use one of my free DC's against Krasue/Ghoul, I'd just rather not be forced to play a game I don't enjoy.
The new DC system also encourages the go next epidemic lol -
Yeah making both sides more tolerable in a casual sense really is what this game needs rn. It's why so many people avoid it like the plague.
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@UnicornMedal said:
If they changed hit detection, there'd be no reason to.
Yeah literally this, they reward lag way too much in this game.
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The s-tiers running rampant setting a precedent every killer should be their level of balance because BHVR won't fix them. If the likes of Unknown are the perfect balance of fun for both sides, why aren't we aiming for there?
Kaneki ruined the blood moon for me.
Now I'm worried Krasue is going to ruin the Halloween event.and when it's not those two, it's Blight normally also with the occasional nurse.
Now it's more probable than I get one of these killers and I'm just encouraged to slam gens and play a victim simulator, coz I play mainly on my own while I draw on the side, with friends also on evenings.
I just want more consistently fun games, if they won't get rid of the s-tiers, the hyper mobility is what is enabling tunneling to be so prevalent. the ability to catch up and anti loop whoever you want if you are remotely competent as those killers.
If that was fixed I'd play so much more, but the ignorance of that, not giving killers the incentives from the anti-tunnel (and discouraging tunneling), the go-next prevention flop, the recent rift being really bare bones, I just don't have much incentive to play.
Meanwhile on killer the anti-tunnel incentives were the kind of breathing room I needed to play more creatively with builds, the extra speed to leave the hook, bbq to see my next target, some gen regression if I needed it sounded a good place to start and work on it.
We just need more action, more quality of life like was promised, but we are still waiting and waiting. -
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013956#Comment_4013956
They have nothing to do with each other beyond having bouncy projectiles, the use cases of which are completely different.
But if we are comparing them I don't really see why the killer whose projectile isn't directly lethal should be as hard/harder to use than the killer's whose is. Especially when just landing the infection and not committing to a chase is basically meaningless, since mushrooms are infinite and don't really waste that much time on the survivor's end of things and only rarely force them out of position long enough to be meaningful. Meanwhile, at least with Unknown you're taking chunks off of hallicination spawn time with each hit, and potentially setting up future injuries or forcing people to chase you and stare you down to cleanse Weakened. Like yeah I get it, Unknown can be frustrating to play, but why is the solution to that to make Krasue frustrating to play? Why can't we just make some QoL tweaks to Unknown (like massively reducing the LoS break buffer) and revert the add-on nerfs?
And like I don't know how many of you people have actually played Krasue for any length of time but infection really isn't as free as y'all like to make it out to be. It depends on the map more than anything. Like yeah if you're in a big open space with nowhere to go and there's a flat wall next to you, you're probably going to get infected. Or you know, if you don't account for animation locks (which like, c'mon, half the killers punish animation locks at this point). But if you get a map with a lot of tight corners/LoS blockers and awkward geometry (Red Forest for example) it can be tough to get timely infections outside of animation locks/backrevs assuming the survivor has even remotely good pathing.
What do you mean, its a projectile that needs a hit follow up, but her hit follow up is WAY easier to do.
Why are you giving a wall of text for a simple comparison? It's also way easier to apply it, with no room for error too.
Unknown needs way more set up, for way less payoff. -
I'd rather MMR just be turned off
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013954#Comment_4013954
Placing frequent ragequitters with each other shouldn't be considered punishment. It should be considered placing like-minded people with each other. It's greatly improving the matchmaking.
I'm sorry with killers like Krasue and Ghoul which are awful to play against, I'm not faulting people for wanting another killer rn. awfully designed
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I mean you could ask for a mode that doesn't let you use powerful addons on either side, that's something I could get behind
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I think it needs a CD or the projectile travel speed needs slowed down, why is she a better unknown ten times over.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013682#Comment_4013682
If someone ragequits regularly, that means Go Next isn't being harsh enough. People that ragequit regularly, really need to have harsher punishments. They are the #1 problem with solo q.
Rage quitting isn't my peak issue with solo Q, it still happens even when go next was just introduced and the new dc penalty.
It's tunneling and slugging stuff which should have been tackled first. Not punishing survivors even more, people rage quit for a reason in most games, regardless if it's justified. If it's happening often, something is wrong with the core game, shocking news (sarcasm): It's not fun in a lot instances where you're slugged/tunneled proxy camped. Queueing up into multiple matches like this is awful.
So no, I want these changes ASAP, I was looking forward to the incentives for hooking different survivors as killer and finally being rid of the awful gen regression meta. I do agree the downside was harsh, but the gen regression changes should have stayed for the perks, it makes no sense, but better gut tenacity… -
Why didn't they just put the fall cosmetics into the rift to make up for it….?