Rokku_Rorru
Rokku_Rorru
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@buggybug said:
I use what I use on normal que iron will ,made for this cause ghoul, calm spirit and distortion. Tbh distortion, calm spirit and iron will is perm. My 4th switch base on how I feel.
Until bvhr do something with all the out of hand aura stacking and I hate friends til end. Also I do not see no one talk about it but I seen a uprise of spies from shadows since chucky release hence calm spirit even though it may screw me over if killer has hex build remains.
Wesker/kaneki/doc= anti heal build which is clown perk, no quarter, distressing, unnerving
Sadly I can't find a build for vecna or trickster.
I like shadow step on survivor or lockers for friends til the end when it's common, Head on is my best friend for stealth mix ups because I have a backup to protect myself if it goes wrong… in most cases LOL
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Still waiting for Pig to get Hello Zepp
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@GoodBoyKaru said:
good news, in the ptb preview stream on discord mandy just announced that changes are coming in hotfix 2, before the next chapter (but consequently won't be on PTB, they're going direct to live)
but when IS hotfix 2??? I'd like to actually play this event as survivor and get points too
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911616#Comment_3911616
hide the pregame lobby because you aren’t getting value with a flashlight? 😭
LOL no, I mean coz of picking perks based on items being brought and the whole song and dance of having to hide items until the last second to avoid it etc.
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@WolfyWood said:
The time you waste going for a save for the killer to easily avoid it = your gens aren't progressed enough to withstand four slowdowns + tunneling = free loss.
There's barely any time to even heal atp. The only good survivor item is green toolbox (for now.)
This is so true, like why are medkits gatekeeping fast self heal and efficiency behind great skill checks??? One of the most baffling changes, medkits should be better than self care + Botany at healing oneself not the same, especially the higher tier medkits.
At least Keys and Maps are reworked soon -
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911595#Comment_3911595
I'd like an example of how slugging takes less effort. If anything it takes more effort. You're now having to juggle the slugs at the same time and the high risk of them getting up, resetting, and you gained nothing. Literally everything is more oppressive to solo queue.
I play survivor a lot. I've got over 11k hours. If i said survivor needed buffs would I be getting asked if I play killer much? I think it's better to tend with the point being made.
Simple Slugging takes less action to perform, you take out picking up the survivor, taking them to a hook then hooking them plus the borrowed time and anti camp out of the picture. Being on the floor is easier to defend as a killer and you can in most cases get free injuries or even just down the survivor again instantly much faster than tunneling someone out who has BT.
You can also get better positioning of the survivor if you down them in an awkward spot, it's very unlikely the survivor has tenacity, you're only really running into anti-slug with SWFs. Most solos at most run Anti-Tunnel tbh, which is avoided entirely if you don't hook them in the first place.
Anti-Slug is on the QoL list, and we've already seen one change with Knockouts rework, it's not hard to see your take is heavily disagreed upon by the community as a whole on socials. The coming QoL is to make DBD a more accessible game for those old and new to the fog, and much like your disagreement to the haste changes, it's necessary to make a healthier back and forth like is intended. -
They are hard to get value from especially in Solo, pretty easy to avoid and not to mention Lightborn exists. Not to mention Latency being jank among other things like Fire Up's buff and Franklins + Weave Attunement.
I used to bring flashlights all the time but most of the time I bring medkits now so I can heal others or myself faster with how prevalent tunneling is these days.
As killer I cheer if I get flashlights coz I know they'll be trying to save, so they'll be on gens less or I can be greedy and get multiple downs coz of it. Sabotaging seems more effective these days, not to mention they did something it feels like where its harder to get a good angle anymore, its like you have to be head on to the killer LOL like straight infront.
I miss being able to save others bringing a flashlight when a killer doesnt respect me while I work on a gen, I used to do the gen aggressively to bait them to chase and hide my flashlight from them.
Maybe the answer is to finally hide the pregame lobby. -
@Mr_K said:
Kicking a dropped can gives the killer 2500 bp. It's hard find a survivor willingly drop a can for you.
my guess is making survivors drop cans maybe turned out too effective at slowing down objective progression but at least we get 2k for hitting someone, having played both sides I'm noticing as killers learn how to pressure in this new mode it's becoming harder to do well in solo Q especially. Some maps the objective is too easy coz the pump is right next to it, others its far enough to take more time than a normal gen.
They seem pretty balanced from what I've played on Killer, if the spawns aren't too close might I stress, and kicking a gen and catching a survivor who was filling it can really put momentum to a halt.
I'm unsure if I've played against many SWFs as of yet to comment on what it's like being optimal at it, but so far I think they are refreshing to go against with unique ways to pressure them as killer, and I love the points… :> -
@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911590#Comment_3911590
I don't even know the conversion rate, given that I've almost never had trinkets after an event because the trinket economy is usually so strict. I think the first Blood Moon is the only event that I've had trinkets left over for, and that's because I didn't play the event much.
Hopefully they have changed the conversion rate for the event because, unless they are holding some unlockable cosmetics in reserve as some kind of milestone reward for the event challenge, we're going to have a lot of left over trinkets.
Oh maybe, I didn't think of a community milestone, that would be wonderful, I guess I'll hold out hope yet
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911573#Comment_3911573
What's the difference between sitting on a hook and sitting on the ground?
"an this way if you want to keep slugging, you have to keep chasing, just like hooks."
"Slugging is a strategy but it needs to be a less effective long term one to allow matches to keep flowing and for more back and forth"
You have to keep chasing whether it's slugs or hooks, no difference. Also its flowing back and forth whether it's slugs or hooks as well. None of this is specific to hooking.
The difference is slugging takes less effort and is more oppressive to solo Q, especially with killers who have high mobility or ways to hinder survivors easily. Do you play much survivor? This is an honest question
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@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911566#Comment_3911566
The issue with release MFT was that its activation condition was too easy and given survivors vs killer sizes and the existence of 110 killers, the perk could feel pretty bad in the hands of good survivors. Stacking with Hope was awful to go against but it was an endgame combination so I didn't have an issue with it myself.
I'm, pretty confident BHVR is not going to take the time to properly balance out the removal of haste and hindrance stacking. The amount of killers with basekit effects, and then their add-ons, on top of perks is going to kill a lot of build variety if they don't get it right.
If I have an add-on that gives 5% haste, why run a perk that gives 7% even if it is stronger than before. People are just going to run the one that has the highest number for the activation condition that they run into the most and ignore all the rest.
Imo, removing haste stacking is going to be a horrible change for the game. I'll be glad if BHVR actually gets it right and it ends up being great of course, but given BHVR's track record at balancing this game I expect a massive train wreck that won't get fixed for years to come.
I don't think haste stacking will be gone entirely, you could technically run multiple haste procs to have haste more often if you want to maintain the faster playstyle, you just won't be overbearingly fast.
Not to mention if you want a larger speed difference, hinder still exists so /shrug
DBD should always be about the back and forth of the chase, and it's formula should be maintained to a point it's fun for both sides. Haste Builds will still be viable, more so now with the buffs on the way probably, it leaves room for better synergy and perk interaction anyways. -
@Vorahk08 said:
For some reason, the button in the banner that says "Go To The Event Tome" actually takes you to Page 3. Using that, I calculated that we can get around double trinkets than what is required for us to unlock all of the event cosmetics.
Last year's Blood Moon also had a fairly small cosmetic offering as well, but it is strange to me that we can get many more trinkets than are required for unlocking everything. Normally, event trinket rewards are more stringent, if not perfectly calculated so that we can only unlock everything by completing every challenge.
Maybe it's meant to be in keeping with the theme of "Lots of BP!" because we'll get a huge payout of Bloodpoints after the event ends.
Possibly, but the conversion is usually really minimal so that's why I doubt it's to fit that theme… unless they've changed it for this event.
Otherwise I guess it is what it is -
I personally think slugging should be an effective short term option but not a long term match option. 2v8 had the perfect balance of unbreakable at the cost of exhaustion, such a thing could also force a 120s exhaustion timer and not affect the killers ability to slug for pressure.
Slugging is a strategy but it needs to be a less effective long term one to allow matches to keep flowing and for more back and forth. It's not fun to be on the floor for 5 minutes or however long it is, an this way if you want to keep slugging, you have to keep chasing, just like hooks. -
@100PercentBPMain said:
Spies and Brutal are my go to
Spies from the shadows I don't see very much when I face killers, it's always an "OH!" moment when you realise how they track you and they have it in the endgame screen, its cool.
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the haste and hinder perks are getting buffed so… I see it as a win
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I'd love to see the survivors in cute onesies themed after the mascots
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@SimpleYetKomplex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911428#Comment_3911428
I run Surge usually, and it's not very useful in this event. Infectious Fright would be more useful, I think. However, I know every room & every hallway so my issue isn't navigation, it's just the layout leading into a a variety of pallets & windows for survivors.
Unfortunately the balconies can only be accessed from upstairs and when I notice a survivor on them I'm usually downstairs in the main hall, where they can notice me. If I want to reach them it’s already a lengthy process to take the main stairs, which is the obvious route. I could take the stealthier route but that’s far longer and such a time waste.
Which killer are you playing, coz it sounds like an m1 killer?
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@zarr said:
I would like for people to showcase exactly where Balanced Landing creates actual infinites, with a killer trying to catch them. Even a pure M1 killer, no chase ability. You take a friend, go into a custom match, and it should be easy to demonstrate, doesn't take more than 5-10 minutes out of your day.
I'm not saying there doesn't exist at least one such setup, nor am I saying bugged BL is fine if it doesn't create literal infinites, but I just don't enjoy how posters on these forums always claim things without backing them up one bit. The general spirit is one of a lot of yappening and not a lot of happening.
These days, with most elevated vaults having openings close by, as well as today's Bloodlust and Entity Blocker specifics, I struggle to see what could possibly make for an actual infinite. And again, that's not even talking about all the killer abilities that would completely negate that anyway. Maybe Saloon main building, and perhaps some path around Disturbed Ward's main that uses the holes in the upper floor? But then you also need to account for the ability to keep out of chase state.
But to stress this again: BL doesn't need to create a situation where a killer (and even if it's only one without a potent chase ability) literally cannot catch a survivor to be problematic. It suffices if it makes a bunch of setups stronger than is reasonable, which I do think is the case. I don't think the perk in its current bugged state is nearly as gamebreaking as it is being made out to, I in fact do not believe it is gamebreaking at all. But something doesn't have to literally break a game to be problematic.
The fix for this should be incredibly easy for BHVR to implement, but if they really cannot do so within the week, sure, killswitch it. Although they for some strange reason are awfully reluctant to engage their killswitch, despite it being designed for precisely such cases. It's as if using it takes more effort than they're willing to exert too, which would make it a flawed implementation.
Anyway, I will use this opportunity and post to talk about Balanced Landing in general, and its need for a buff:
Exhaustion perks are always competing for slots with other Exhaustion perks because they cannot be used alongside one another effectively or at all. This means that if some of them are (more or less) objectively worse than others, they are objectively not worth using because you'd obviously want to just use those others instead.
BL suffers from this issue, and arguably more so than any of the other Exhaustion perks. For starters, it is more conditional than all of the others, because the ability to activate the perk at all depends on the map, and the opportunities to fall off an appropriately steep height are limited on most maps, with some maps barely having any opportunities at all. Compare this to Lithe or Smash Hit, the next-most conditional Exhaustion perks, yet still infinitely more accessible than BL. This not only makes it much less reliable in chases, it also further limits the ability to get value from the perk in other game situations, be it just to traverse distances a bit faster or to set up for rescue plays and such.
Then there's the fact that BL is more telegraphed than any of the other Exhaustion perks, because you regularly have to run to places a survivor would have no business running to in a chase if they weren't using BL. This opens up counterplay opportunities for the killer where they can try and zone or intercept the BL, undermining its impact.
Next, there's the fact that BL doesn't even reduce the stagger by 100% - there's still a bit of stagger left (25%) and this eats into its 3-second, 150% sprint, reducing the distance you make with it in a way no other Exhaustion perk suffers from. It also allows killers to often hit the survivor during the stagger still.
In the case of Smash Hit BHVR made the concession to increase its sprint duration to account for the time you spend locked into the pallet drop animation. And then they also reduced its Exhaustion timer as a concession to its conditional trigger. BL on the other hand got none of these concessions, it's a dated design that should have long been reconsidered on.
I would go further and say Exhaustion perks in general show signs of age and given their almost incomparable impact potential on the game of DbD as well as their unique trait of being in contention with one another, a more holistic overhaul would be appropriate, or at least an overall rebalancing.
Another thing of pertinence here is that BHVR around a year and a half ago (again) removed the ability to vault windows and pallets during fall stagger. While that was a fairly reasonable adjustment (albeit there could have been other, perhaps better solutions), what wasn't reasonable was them - in what I assume was a ham-handed bandaid fix - alongside this adjustment also removing the ability to do much of anything else during fall stagger, including healing, unhooking, jumping into hatch, and on. This was an undocumented and wholly uncalled-for shadow nerf that is relevant more often than you'd think. And again, I don't think this was even intended or deemed beneficial, I think it was simply that BHVR couldn't figure out (or didn't want to spend the time and effort figuring out) how to only stop survivors from vaulting during stagger, and so they went ahead and simply made most of all actions impossible. This is another reason to look into "stagger" rebalancing, both in relation to BL and in general.
But without going into all that, I will propose a few adjustments for BL that I think are completely reasonable (I'm not suggesting all of these should be implemented):
At the very very least, its stagger reduction should be back to 100%.
The noise suppression should not be on a cooldown.
Its sprint duration could be increased to 4 seconds.
Perhaps reduce its Exhaustion timer to 20 seconds.
The stagger reduction could be on a separate, independent cooldown, of say 30 seconds (although then perhaps keeping the 75% reduction amount).
Alternatively, make BL a non-Exhaustion perk and simply have it suppress falling noises and reduce the stagger by 100%, on a 20-or-so-second cooldown.
amen~
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Clown is the one being under sold, he is way too strong with the haste/hinder builds he has, he is like the least interactive killer, don't tell me go for the yellow clouds, because:
A: They take time to spawn
B:they are usually by him as he sits and waits, and breaks your pallets instantly and your only option is to hold W, the very complaint killers have.
So if we want to keep the haste/hindered stacking, we'd need to nerf clown's stackable on his own. He has plenty perk synergy as it is and this is overkill honestly. I recommend you play against it and see how miserable it is to be tunneled by one, it's really boring.
Stuff like these changes will fix the survivor haste stacking and maybe make current Skull MErchant have the potential to be un nerfed because she can't do the same anymore. It's healthy for the game as a whole. -
@SimpleYetKomplex said:
I don’t know if this is exclusive in EU servers or if one of the big content creators did this, but it seems every other Killer match Survivors take me to the RPD with Lithe & MFT.
I’m pretty sure this is because they want to counter Kaneki but it’s so boring and frustrating to play against with any killer. It’s a miracle to catch up when I’m playing a killer with no mobility, especially during the event. I’ve noticed they tend to hide on the balconies with blood canisters prepared to do Blood Gens and that is such a pain to reach, especially when you have 3 other survivors and other gens to worry about. They also seem to be attempting that hook bug (why haven't we killswitched that btw BHVR?).
I am not thankful for the MFT resurgence Kaneki has brought.
Stealth/information builds are so good on RPD, can catch a lot of people off guard, surge has insane value too, I recommend going into custom games if you aren't sure of the layout so you can get used to it, it really helps with cutting people off and learning what you can do to mix up your chases as killer.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911389#Comment_3911389
It doesnt matter if theyre the same every time, anybody who hasnt played RE2make has a tough time navigating the map since at the end of the day its a bunch of tight corridors. Once you know it its easy, but it takes time to learn it.
also what are you on about "its only dbd players" like... yeah? arent we all? Just because some one plays the game more casual doesnt mean they arent a dbd player, and just because your circle of friends like indoor/licensed maps doesnt mean everyone does. I myself dont mind them too much, but I know Im in the minority here.
It does matter because it's no different from learning an unlicensed map that has a consistent layout, so lol?
And no the statement comes from watching all the popular streamers throwing out this opinion that people parrot, rather than coming up with their own, and I'm gonna say it now if we get a pizzeria and it's not more portion of it being indoors compared to outdoors, it's gonna be disliked by the majority.
We want the iconic locations being the focus, not random moon or forest number 23 -
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911326#Comment_3911326
"it seems to be a people who only play DBD who hate them half the time."
https://us.v-cdn.net/6030815/uploads/T421ZYCPV6BY/17446457729017791345064963310690.gif
Most casuals dont like indoor maps either considering their harder to navigate. Licensed maps for the most post are complained about since their designs just arent that great. Haddonfield is another great example of a map that looks great visually, but is terrible gameplay wise.
they are always the same everytime and the easiest to learn, so that's not true. Exit gates are always in the same places also, basement is normally in the same place every time.
It's just not the case, it's literally dbd only players, all my friends love the licensed maps, love the references. Not to mention they are the best for more jump scare builds like stealth killers for a more horror experience. -
@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911333#Comment_3911333
an anti tunnel mechanic should not have a use case in which it is best to take aggro. it defeats the purpose.
technically it's one of the only anti-camp mechanics which actually work right now lol
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@Shroompy said:
While it sounds cool in theory, indoor maps have a pretty bad reputation and I cant see how Nostromo would of been any different, no matter how aesthetically pleasing it would be. Original RPD (and current) is a great example of this, it was very faithful to the source material but it had so many flaws and the design didnt really fit with DbDs gameplay.
I think they did pretty good with the map being a hybrid, but there could be a few tweaks. Mainly the exit gates and the corners by main building being pretty barren at times
IDK most casual players love the indoor maps, it seems to be a people who only play DBD who hate them half the time.
I love all of the indoor maps on both sides as I love the attention to detail and how they've made iconic locations into interactable loops etc. and often they only mess over S tier high mobility killers, oh no… terrible….
It's always DBD only players who moan about licensed maps for the most part. Nostromo is the perfect example why they should never listen to DBD players lol its boring to look at and play in and I hate it as an alien fan aside from the interior easter egss and references. -
@SoGo said:
The hitboxes are bad, yes. I'm not sure why a hatchet has a hitbox of a beach ball, or why survivors have the hitbox of a cylinder. Maybe it would be too wonky to hit then, idk. Also, latency hits are killer sided, what happens on the killers screen happens irl. Your weapon hitbox didn't shrink, it just displays what actually happens.
The new event…. could have been much better, still not sure why we ditched Lunar New Year events for this. They could have at least readded the blood basins from last year.
Tunneling, well, yeah it can't really be removed. The only asym that achieved that was FT13th, which allowed the killer to kill you instantly.
I wish I could agree with this when I hit a survivor who left a window 2 seconds later, window hits need fixed and I swear its not a latency thing, this is on fast vaults too, I've just started swinging at windows whenever they try and getting the dumbest hits.
It feels like they have a grace period on windows to allow hits on them more easily, and it needs to go. -
If they can manage to code it sure I do n't see an issue, it's just QoL for casual killers <3
It's really helped my survivor experience having the option to move on when the match is over and not needing to deal with being slugged and while I wouldnt use it on killer as I love when I get a #justleave moment, I think its fine for those who do want it -
Clown is one of the main offenders of this Haste stack change, so I'd really not like to deal with him zooming around quickly, a lot use it to tunnel with STBFL + Rapid and it's not great to go against.
I'm losing my fast wolf build on Dracula too, so I understand but they are not healthy for this game. -
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911082#Comment_3911082
I'm mostly on about the Same exhaustion/Unbreakable/Windows/OTR builds that waste so much time even if you're not trying to go for the one person.
Totally, I get that. It's tiresome that solo queue, the weaker role, sacrifices stronger perks for info perks, while the strong role doesn't need info perks so they can stack up on second chances and what not making themselves even stronger.
Unfortunately, if we stop SWFs from stacking perks, all perks get affected, even silly ones. If BHVR tries to create categories of perks and each survivor is limited to one of certain types, then BHVR's problem-solving method of using band-aids to fix gameplay problems comes to the forefront because survivors become limited on which gameplay issues they can put a band-aid on.
One of the healthiest things for DbD would be if every killer were treated individually. Have survivor perks affect each killer differently to account for that killer's strengths and weaknesses. Like DS having a longer stun on Nurse but a shorter stun on Trapper. But at this point the game has so many killers and perks that it would be unreasonable to create unique interactions even for just the most impactful elements. Instead, weaker killers are begging for lube when put against survivors running the meta, but stronger killers need survivors running the meta to even feel anything.
Sorry I have no solution to offer. The problems are easy to spot, but each potential answer is strangled by the tangled mess that is DbD's game design.
You don't have to apologise, I opened this discussion to try and bring people together to get come up with ways that could maybe find a way forward for both sides,
That said, it's looking like this is not the solution so far, I guess the solution is to keep bringing solo Q up to the standard of SWF, with more information like anti camp visible to all when a survivor is hooked or the likes of head on being lit up when in a locker nearby another survivor.
I guess we just wait and see what the QoL changes hold for us <3 I'm really excited for them personally -
@Zuiphrode said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910809#Comment_3910809
Lmao at complaining about Distortion being nuked. That one single perk made every aura reading perk useless.
I mean it's not like new distortion is bad either, I love the new variant as someone who likes to mix up my chases.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911024#Comment_3911024
In my region/MMR, I'm hardly seeing the Ghoul. Maybe a max of once every seven games. It was like that in the event mode and it's like that in normal mode. Hell, I played for hours today and didn't see the Ghoul once. But I still quit playing survivor in event mode the moment the community Bloodpoint multiplier was extended to normal mode because I just wasn't having fun in the event as survivor. Nothing to do with the Ghoul.
If killers want the event to be more killer-sided, I personally don't have anything against it. Since normal mode still exists, BHVR making the event more killer-sided wouldn't really matter that much to survivors as survivor queue times are instant in both normal mode and event mode.
Edit: You know, I just wanna mention, I feel really bad for Pig in the event mode. The blood gens really should work like regular gens for her power. She gets shafted way too often.
On the other hand you have Singularity and Onryo who mess with the blood gens by needing to do their objectives too, so it's give and take.
Also as killer I only really have issue against timewaste squads who have second chance meta on everyone. Generally against solo/duo queues I don't notice much a difference to normal mode (I dont run regression on normal either). So It's like great for someoen like me who wants lots of bps. -
@TragicSolitude said:
My friend and I both run Bardic Inspiration. If DbD takes away us being able to play our lutes together, we would probably lose the will to play the game.
that's true! There are fun perk combinations which people use to be silly and fun that would be affected by this idea.
I'm mostly on about the Same exhaustion/Unbreakable/Windows/OTR builds that waste so much time even if you're not trying to go for the one person. Others body block with them while you aren't trying to tunnel and while it's fine for solo Q as it makes sense these perks exist, in the sense of a stacked SWF communicating they are just straight on gens.
but nerf said perks and you make solo even worse, and I feel this is one of the sore spots of this game where both sides disagree because Solo and Killer have clashing viewpoints.
limitations are never fun, but neither are nerfs, it's a dilemma -
@Unequalmitten86 said:
The only killers I feel are OP are Ghoul, Venca, Dracula, and Blight (although he's counterable). The reason people hate Skull Merchant is because she camp silently with her stupid drones. I myself don't have an issue playing against her it's just that she has people playing her abusing her silent power. Also they just don't take the time to learn she can be counter able and give up.
I feel it's more player exhaustion on the tunneling and camping playstyles as well. Certain killers/players it's easier to counter and others are just going in expecting this and quit.
yeah I'm hopeful the QoL changes will open ways for more interesting killer powers that don't break the sacrifice game flow.
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it just needs some bass to it, it being deep with no bass probably a huge contributor
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@SomeGuy1246 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911005#Comment_3911005
I am asking because I am not aware of the other problems. I remember people saying she was weak but basically only strong for holding 3 gen.
People were actually complaining about other stuff except gen holding ?
If you look at the recent design preview the frustrations are mentioned in the original post for example, a lot of people felt her debuffs/buffs she got for getting scanned were annoying to play against for how little input she needed to get the reward.
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@SomeGuy1246 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910990#Comment_3910990
Isn't the main problem with old SM playing chess on a 3 gen ?
Part of it, yes
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Honestly after the hindered/haste changes I think she'd probably be fine now un nerfed, that was the main issue people had with her lol
maybe make it so the skull trap doesnt perma hinder but does it on each scan for a few seconds. -
@Stibfa said:
They should Just remove deepwounds from his kit,he doesnt need it. This would solve kagune mark and the tunneling issue.
I heavy dissagree with his slide and HEAVY dissagree with his cancel, the way to play loops with this power is bodyblocking, landing ontop or sliding in a survivor in a loop, this is only possible because of the slide and the cancel being this short. I would increase his cancel only for the first leap, this would help with the whole break pallet dash 1 time playstyle without touching his anti loop.
then maybe the actual jump/tether range itself needs reduced if the slide is so important
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@gutsinify said:
I’m getting really tired of the ridiculous speed of the killers and the amount of mobility perks they have. You can’t even outrun more than half the killers in this game making survivors unplayable and very much killing the game.
well next patch they are nerfing haste stacking thankfully and hindered stacking so that should help
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the block system is in dire need of a rework
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Yeah this is like letting killers with obnoxious powers be used in lights out, when it should have just been a m1 mode.
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All my friends want Roxanne, I'd love foxy for blight, really looking forward to the legendaries this chapter brings. I also can't wait for the mori, I hope it has the fail music before they get you.
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Like fair enough Japanese Survivors have their own meta, and their killers adapt to it, but the same applies to here, our survivors have unique tactics that are considered meta, while the killers over here adapt to them also.
There is no better region or w/e, as someone who runs Self Care Botany since the very original release as it lets me keep alive and take hits for team mates and heal others faster, it's just a playstyle preference and a matter of perspective.
I've seen JP players VPN over here, and they sometimes die p.quickly as killers catch on to their habits with aura reading and tunnel them out… because self healing means nothing if you are getting the 1st survivor out asap to have good pressure with scourge hooks etc.
IDK BHVR has the data for both regions, and has made balance changes based on both regions (thats why self care got nerfed in the huge meta shake up)… Acting like stuff gets nerfed just because of other regions alone is a silly assumption. -
I think they are doing more and more to ignore the survivor playerbase and kill the solo Q side of things, every other aspect they are doing better
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910460#Comment_3910460
Right. They should remake the whole collection with new fits lol. That would be cool
Like think of all the cosmetics we could get:
-Code Veronica Claire
-RE8 Chris
-Shattered Memories Lisa
-SH2 Remake Maria
THe list goes on and on -
@Shaun2196 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910274#Comment_3910274
agreed - it hasn’t been perfect but I’ve kept coming back every Friday for a reason.
But this…. This is absurd, and the fact that they haven’t fixed it yet just tells you they don’t care for veteran/consistent players compared to new anime fans paying money now. Just, time to play something else and sounds like (based on killer times) I’m not alone. Sorry all, but they know what they’re doing, they just don’t care.
Literally, this is the most frustrating patch I've played in a while
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I really wish this was the case, the amount of times I've held chase for a long time or been camped and got nothing coz of it is annoying.
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I think he just needs a visual update along with Cheryl and Cybil.
But also I wish Legendary characters got more outfits, that's something BHVR need to stop avoiding. -
@BurnedTerrormisu said:
They could make a small post with: "We are working currently on ……, because we understand the issues you guys have. Please be patient."
Going completely silent is never a good response to issues.
this is literally all I want when it comes to issues <3 like I love the livestreams and the Q and As
Obviously some people will never be happy.
On the other hand what I don't like is when someone posts a huge post about the flashbang change and how it may be heavy handed, and we get told it's a BUG and not a BALANCE CHANGE, coz it comes across as the people behind the game are incompetent to not notice a bug for years (That said I'm not saying it shouldn't have happened). -
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908397#Comment_3908397
The Headon-Flashbang trick was patched some time ago as it was also pretty unfair, unnecessary, and wasn't used tactically - pretty much only to harass and annoy Killers. That hasn't existed for a while, friend.
However, it does appear they still work off pallet stuns.I didn't use it to harass killers, it was an effective way to break chase or save another survivor who was being tunneled in some cases (buying time), so that's nonsense… also annoy killers makes no sense, our job is to waste time so our team mates can do the objective? I was doing it last patch, I just havn't tested it this patch due to the new gens not working with it,
Pallet stuns is no different to head on stuns, like I understand if you find it annoying, but I honestly am saying I don't think it was used that way (to be clear I'm not on about locker saves just head on flash bang and then run.) -
@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/442319/tunneling-has-gotten-out-of-control
To be fair I don't see how sitting on a gen for ages or going in circles around a pallet looping like a comedy sketch is fun but survivors seem to love it.
you just answered your own question, it's funny af interacting with the killer