RpTheHotrod
RpTheHotrod
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Comments
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@Langweilig said:
The ghouls having an auto lock on is not a good feature and should definitely not be expanded. This feature is the main reason why the ghoul needs nerfs and I hope behavior nerfs this instead of making him unfun in other areas.
Agreed. Aimbot is not a healthy thing for the game.
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@Neaxolotl said:
Hey what about simply removing slugging from the game? if people hate slugging that much, having those mechanics is redundant and useless, and often confusing for new players
Sure. If someone is on the ground for at least 30 seconds, they get teleported to a hook automatically.
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@Shinkiro said:
I can understand multiple perk effects not stacking, because this stops excessive stacking on both sides, but it should stack with a killer basekit power because that's not an optional choice and denies perk viability and build versatility to killers while also creating dead ends in killer power design for the future.
I'd say that's a fair comprise - otherwise, some killers addons or perks are immediately defunct if the killer has a basekit speed up or slowdown.
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@Garboface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909110#Comment_3909110
Thus, proxy camping is a problem on the level of tunneling and face camping. The exact same thing. There should never be something that allows an uncounterable win for either side.
Then it's a good thing proxy camping and face camping isn't uncounterable! Phew - that would be awful.
https://youtu.be/SmXWT7gN3qw?si=4Njlrk7Pk4Gyu4VBSolo queue, btw.
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Bloodgens go incredibly fast that they don't need perks or addons to speed them up. I've gotten a blood gen done before the killer as even got an injury on multiple occasions. As for killer perks, those perks can make or break their match entirely. Survivor gen perks and killer gen perks aren't remotely comparable in this game mode.
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@SoGo said:
Hexes themselves aren't bad (aside 5 or 6 select ones)
It's the terrible totem spawns that screw them over.
Any hex perks immediately go into the trash bin for me. They may as well be a dead perk slot when they show up on a new killer. The majority of the time, you lose the hex within the first minute or two of the match, not to mention it's a dead perk slot the moment someone cleanses it regardless of when. Maybe if hexes didn't visually light up until 1 minute into the match they'd be at least a bit more reliable. In general though, giving survivors the choice to permanently remove one of your perks for the entire match is just a no go for me.
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As a ghostie who does a lot of fake chases, I'd love this. Would be great to have them unintentionally give their swf misinformation as to my actual whereabouts.
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Killers have their favored maps and survivors have their favored maps.
We could strive to have perfectly balanced maps, but sometimes perfectly balanced means perfectly boring. Having some maps leaning to one side or the other adds some variety, at least.
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I mostly play killer, and I seriously would love for them to stop giving every new killer some sort of dash or mobility ability and stop trying to balance the game around the assumption that people only play killers with high mobility (which in turns hurts the already weak m1 killers with no mobility).
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@Leon_Loves_Cheryl said:
Haste perks and hinder perks individually are going to be much stringer (if BHVR balances correctly) since they are currently balanced with each other in mind. By making haste and hinder not stack with themselves, you remove a variable that makes these effects much more difficult to balance in a vacuum.
This is actually a good first step towards limiting gen regression perks to one or two while also significantly buffing them to compensate.This is a good direction.
Sure, as long as generator repair speeds also can't be stacked.
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@dogmilk said:
I remember when hooks use to break for killers making it unusable. Sure it was kinda not fair but how in the world can a hook come back so quick! I think breakdown has a longer effect that someone dying which is absurd. I guess I don't understand why the hook is not broken for longer.
To prevent unhookable scenarios.
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I'd say more like 45% unless I decide to go back and risk myself to get someone else out (which i usually do - just more fun). If the killer gets their butt handed to them, I usually offer myself as a sac as a pitty offering for the killer so they don't feel so bad. If I was playing entirely selfishly, I'd probably go over 50%, but i prefer to be a team player. I'm usually at no hooks by the time others are on death hook, so I end up having to run around and bodyblock and take heat off of others which does put me in harm's way, obviously.
Usually if you're good at looping, killers will just leave you alone. Sometimes you can do silly things like this, too
https://youtu.be/tgTqpIn7jYo?si=4-bC6I0PTDZjN9C3 -
Anything relating to movement speed should have never stacked - just causes balance problems.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909559#Comment_3909559
Oppression doesn't directly damage the generators it starts to regress (other than the one you kicked obviously) so it doesn't trigger regression events. With the vastly lowered cooldown it received a while ago, it's a not terrible perk, especially when combined with Surveillance.
It's not great, but it's workable.
Oh that's great to hear! That's good news, then. Thank you for the correction. It's still an "okay" perk, but it's in the regression bucket even if base regression is incredibly weak.
I edited my post giving you credit on the oppression note update.
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@imabakedpot8o said:
There's a bunch of pretty solid alternative perks…
Pain Resonance
Dead Mans Grip
Grim Embrace
Surge
Dead Lock
Corrupt Intervention
Eruption
Call of Brine
Overcharge
Oppression
Pain res isn't too great because you can literally get little to no value for the limited tokens. For example, if someone completes a gen just as you hook, the next generation could have very little progress if any which wastes the token. Also, smart survivors just do a decoy gen in the corner of the map to eat up all PR hits as a hard counter.
Dead man's is pretty good despite it getting a big nerf thanks to PR existing, but it's not a regression perk.
Grim Embrace i honestly don't like as it's annoying to go up against, but in general it's fine. Also not a regression perk.
Surge is okay as is, but its major problem is that it was changed awhile back to have no cooldown since it hitting multiple times is on survivors making mistakes...but with the 8 regression limit, now this backfires on the perk. If survivors make a mistake and double or even triple up on downs in an area (especially through perks to instantly pick people up off the ground and so on), surge can cause multiple gens at once to hit the 8 limit VERY early in a match. I've had 3 gens lose 3 of their 8 tokens within 20 seconds before....thats 3 gens with almost half of their tokens gone already because survivors were doing made for this shenanigans. Again, survivors can just weaponize surge against the killer for an easier late game.
Deadlock is fine as is, but again, not a regression perk.
Corrupt intervention is fine as is, and it's a dead perk for the rest of the match. Also isn't a regression perk.
Eruption - would be fine, but this has a double penalty towards the 8 regression limit. A single trigger of this eats up 2 of the 8 allotted regressions for the match. This essentially means running Eruption will make it impossible to regress gens by the end of the match where gen control is more vital. Effectively a dead perk.
Call of brine is entirely useless. At full power, it reduces a gen by 4 or so seconds. Dead perk when it comes to regression
Overcharge for regression is also incredibly low. Realistically, the only regression it actually does is if survivors are bad at skill checks and does absolutely nothing if survivors are at least half decent at the game. It's nice for a first surprise, but once survivors know you run it, it's a non issue for them.
Oppression [edit for accuracy - thank you jesterkind]. Oppression is regression, but all it does is base regression which is incredibly weak. Skill checks are a non issue for any seasoned survivor.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909414#Comment_3909414
If killer still had the upper hand vs four other players who were organized and in comms what do you think would happen to the rest of the game?
Not wrong. They essentially need to have a solo queue matchmaking system and a separate swf queue matchmaking system. For the swf one, either give killers more bp for the bigger challenge, or have perks work slightly differently (which is likely too big of an ask).
That being said, the community size is fairly small, so separate queue systems might do more harm than good.
Frankly, I'd just toss the whole mmr system except for newcomers which have their own queue. Instead of every match having to be a sweatfest, just have it be a mixed bag of sometimes you do well, sometimes it's a good balance, and sometimes you get completely owned. Just have it up in the air instead of designing the game be about giving you harder and harder opponents which end up dropping out multiple killer choice viability until you get your teeth kicked in and are out of options until you get mmr dumped enough to try to pick up those lower tier killers again.
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@LiveBritishReaction said:
Bloody Coil and Honing Stone
Ha. Was mostly to play off of the perk that makes injured people oblivious. Was going for a non-stealthy big ass bear build that's somehow stealthy just as a gag.
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Pig and doggo for sure.
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@Prometheus1092 said:
Careful you don't bring the kill rate down by allowing too many to survive. Don't want bhvr thinking the killer isnt op because survivors are escaping. I think it would be better if everyone went nuts making sure no one survived so Devs can give ghoul a slap in the face with the nerf hand.
Was running trapper - giving people a ghoul break. If anything, trapper would get a buff, ha.
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@Nicholas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908466#Comment_3908466
You're not factoring in Favor The Killer aka the perma-lag advantage granted unless The Killer's ping is 250 or higher, then validation might kick in. In other words, all the Perks in the world can't save you from a lag switching killer.
and killer can't do anything vs a lag switching survivor. They just stand there in place with a running animation, so you have no idea where they "really" are, and damaging their "fake self" doesn't do anything.
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@Legendary_deedee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908390#Comment_3908390
That's a bug. He's supposed to be stunned for a bit when he latches on to you like that.
I dunno, we pointed this out during the PTB and it wasn't fixed. If it was a game-breaking bug like it is, I'd imagine they would have fixed it first.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908478#Comment_3908478
Survivors have just as many perks tied to gens as killers, so no, thats not true.
And the blood gens are very rng dependant as shown on indoor maps when all the pumps spawn on one floor and all the gens spawn on the other floor.
Their position is definitely RNG, but usually it's RNG in the survivors favor in my experience playing survivor during the event. It's usually within a stone throw's distance. As for the perks, yes, it blocks the very limited number of survivor perks that affect gens, but those perks are just "nice" to have for survivors (such as seeing gen auras, but you see blood gen auras anyway when carrying a blood container). However, the perks blocked from the killer side are vital for the killer's game. With no way to regress or control gens, the killer absolutely has to depend on chases, but a lot of killer choices are actually incredibly weak at chases, so they are pretty much sitting out the entire event. Pig, for example, can't even properly use her power since completing a blood gen doesn't even activate her traps. This pretty much leaves her as an m1 killer with no power during the event.
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You can finish a blood gen well under a minute solo if the pump spawns near it. I can usually finish a blood gen solo before the killer gets his first injury. It's also ENTIRELY immune to ALL perks and abilities that affect gens. They are also immune to being blocked.
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Spawn and pretty much instantly injured.
https://youtu.be/nOGRGluPOGc -
No joke. I spawned next to a blood pump, and the blood gen was a 5 second run away. Pretty much had that gen done right off the bat before the killer even injured anyone.
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908236#Comment_3908236
No I was just countering the fact you said there was little reason to pick Slinger over Huntress which is just flat out wrong.
I do agree there is little reason to pick slinger over Kaneki though. He’s just better in almost every way. Especially being 115%
Yeah, that's what I'm saying. Ghoul is effectively a better Slinger and in pretty much every way.
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@Rokku_Rorru said:
Why don't they let slinger shoot walls and reel himself to them? LOL
That'd be hilarious for 2 story areas - he'll get his own grappling hook. Weeeeee!
What would be fun is to be able to harpoon breakable doors open.
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@Blueberry said:
Actual tunneling I see very rarely. What I see very, very commonly is people “saying” the killer tunneled when they really didn’t. I find people tend to have a ridiculously broad definition of tunneling. Like if they go down twice in a row regardless of anything, they’re calling it tunneling. Like even when I play killer I intentionally don’t pay attention to hook states since I try not to tunnel and I still get called a tunneler quite often. People just throw the word around to take accountability off themselves in my experience. Similarly in line with the amount of swf groups that call “stream sniper” on basically any game they lose.
I've lost count of the number of times I've watched a streamer's vod after the match ended, and I hear them complaining that I tunneled when I hooked them, then downed another survivor, hooked that other survivor, then the streamer runs straight to a gen and I down them and hook…
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@Bodark said:
I don’t understand how people say there is no reason to play Slinger because Huntress.
- No need to reload at lockers
- Not locker rng dependent
- Not as map dependent as a result
- Negates distance by reeling
- Deep wounds slowdown
- Pulls survivors away from pallets/ pallet saves
- Pull survivor to object for safe pick up
- Can use stealth perks
- Can use Exposed perks
- Cowboy
There’s plenty of reasons to use him. Is she stronger? Yes. But that’s irrelevant. They have different unique attributes which is why you play one and not the other. If you only care about winning then you know who to play.You may have clicked the wrong thread - this is about Ghoul, not huntress. I did make a comment that Huntress overall is better than Slinger, but that was just referring to the fact that while Huntress is objectively better than Slinger, now we have a killer that pushes slinger even further into just being underpowered when comparing the options out there. He was already suffering in terms of ranged killer picks, but now he's on life support and could use some buffs.
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This is why I really dislike the Ghoul (below). On top of that, he can use the perk that blocks all vaults after an injury, so he essentially is guaranteed downs in almost any situation. BHVR, this is not fun…whatsoever. You literally can't even react by the time you're stun-locked into place. This is coming from a killer main. My big concern is BHVR nerfing killers across the board like they usually do on killer perks because of a small number of problematic killers. That'll affect all killers - especially the weaker m1 killers with no map traversal.
https://youtu.be/nOGRGluPOGc -
@NarkoTri1er said:
Slinger is already good killer, i really don't think he needs any further buffs.
On the other hand, Kaneki is just plain overtuned so comparison between those two is kinda flawed
Slinger is weak because of all of the ranged killer restrictions he has to follow. Ghoul is overturned because he can ignore all of those ranged killer restrictions.
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Killers are getting gen rushed…unless it's a Ghoul - then it's just game over right off the bat for survivors. Problem is, almost every one is only playing Ghoul XD
It's the non-Ghouls that are having issues
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Have not read through it all yet, but I noticed the note about you should be getting blinds at a 90 degree angle when the killer is facing a wall.
Blinding from a 90 degree angle doesn't make sense even without a wall. Realistically, if you can't see a direct light source it won't be blinding you. Even seeing a beam wouldn't blind you. Sure it's not real life, but it would make just as much sense as shining light at their foot and getting a blind. If the killer has gone out of their way to ensure it is literally impossible to see the light source, then it's unreasonable to ask that they get blinded from it.
However, let's just say we completely ignore basic light physics 101 and say it has the magical power to avoid traveling in a straight line until it bounces off something and instead can magically curve around mid-air, wrap around the killers head, then inject itself directlyinto their retina...you're saying it's the killers fault for not looking around every nook and cranny, around every corner, around every rock, through every window, and every bush...not to mention survivors moving to spots the killer already checked...and since background player is a thing where survivors can literally travel half of the entirety of some maps, that the killer must continue to run off for the next several minutes checking every possible place all while the downed survivor would have already been healed off of the ground. Thats just an unrealistic expectation.
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Great for survivors, terrible for killers. Removed a lot of perks from killers from functioning, essentially. On the flip side, survivors still have to deal with ghoul, so it's kind of all wash.
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@KaTo1337 said:
Ehm….. am I right when I say: You have to fill your Can and transport it to a special gen and….. thats all?
Do I miss something?
If thats everything gameplaywise…. Id rather go on a walk.
It's at least decent for survivors - it prevents killers from using their regression perks entirely for those gens. Essentially a survivor only event outside of bp. For killers, it just makes their matches harder.
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I'd say the problem is when you have to have a 4 man squad with specific perks just to counter specifically to win is a problem.
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You'll need to explain, what does your post have to do with the anti-facecamp feature?
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Buff ghost face, deathslinger, pig.
Nerf nurse, blight, ghoul (or clown/spirit if too early).
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I'd prefer to know who is solo queue so I can ease up on them and focus more on the actual swf members.
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@Memesis said:
The first hit is supposed to be easy. He cant down you with his power. It's no different than legion in that regard. Also, hes been out for a day.
He can down you with his power at a pallet, though.
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I call for nerfs and buffs for both sides depending if I feel it's warranted. I play 60% killer and 40% survivor. I feel m1 killera with no map traversal need some serious buffs, and I feel nurse and blight needs to be nerfed. The jury is still out on the new killer, but I really do not like the game focusing new killers on all having the ability to dash in some way (doggy counts for the houndmaster). I also feel gens completed way too fast, but I also feel there needs to be a way to eliminate tunneling early in a match even if it means teleporting the unhooked person to a random distant location. It's just not fun to get tunneling out within minutes ofbthe match starting. I also feel that BHVR needs to stop having any new survivor have some sort of gen rushing perk - they already go by way too fast.
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I suspect they are putting us on the wrong regional servers. I've been getting matched up against entire UK squads, and some survivors from spain...despite being in the U.S.
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On a similar note, I always wanted the ability to create glyphs for survivors as an offering. It gives survivors free bp in exchange for them slowing their progress a bit - and it's entirely up to them to accept it.
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I'd rather see all gen regression perks get removed and simply have gens auto regress when not being worked on.
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904672#Comment_3904672
But the game isn't designed like that to begin with and that idea isn't even in the realm of their balancing philosophy, especially with killers who are a case by case basis. They are not reskin survivor models, they're individual characters. Plus, I highly doubt any global killers changes will be made in the future with little uncertainty of how every killers will be affected.
They globally nerf killer's often via perk nerfs because they happen to be problematic on certain killers. They also added anti facecamp because of how problematic bubba was with it. They also added the 8 regression limit due to mostly skull merchant existing along with other killers with map mobility being able to easily patrol gens.
They nerf all killers globally because of certain killers often. Once the majority of killers all have map mobility (which almost all recent killers have some kind of dash or teleport), even more globally nerfs will come into play in order to try to bring them in line. This always hurts the killers who have no map mobility. When was the last time they released a killer without any kind of map mobility or distance closure such as dashes, speed ups, or teleports?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904400#Comment_3904400
I don't like nerfs that are basically "let's make the killer feel more clunky and awful to play as". The killer is supposed to have a fast and high mobility theme. Nerfing the cooldowns just makes that feel worse.
But nerfing things that clearly look bad on the killer's screen (like when the killer's screen shows a grab clearly going through a wall), doesn't make the killer feel more clunky, because the hit never looked good on the killer's screen.
That there lies the problem - high mobility killers. It's always problematic balance-wise. I'd rather see dashes dropped entirely for killers, and that's as someone who primarily plays killers. If all new killers keep getting dash type attacks, then the design team will start balancing around the expectation that most killers being played have dashes and will mass nerf all killers with that balance expectation in mind. This in turn will make weaker m1 killers with no mobility even weaker than they already are.
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Its one of those things that you can't expect friends not to play together and communicate together. There's no way to counter it, and even if it was possible, doing so would strongly discourage friends from picking up the game since they can't really socialize together during it. Chatting with friends is important for multiplsyer games.
In general, this means the game needs to be balanced around the assumption that people are communicating. That does cause issue for solo players, however. BHVR has provided some basekit buffs to help alleviate this such as UI icons on what other survivors are doing.
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@ChrisPBacon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904420#Comment_3904420
My apologies, it took me a bit of digging and I was able to find that bhvr does indeed aim for a 60% kill rate. Yea I was wrong on that one. If they aim for that high of a kill rate, then my idea definitely wouldn't help. I don't agree with aiming for such a high kill rate, but thats a different discussion. Thanks for bring my attention to that.
Sure thing. Bear in mind a 60% kill rate equals to winning just under 50% of the time. A 62.5% kill rate is exactly halfway between getting a 2K and a 3K on average. Long story short, the intended kill rate BHVR shoots for translates to killers winning roughly half their matches. Why do you think this is too high? Also note at high mmr, survival rates is roughly 45% or so. Essentially, survivors are almost winning half their matches once survivors have experience under their belt, and killers are winning roughly half their matches. Considering it's 1 v 4, I'd argue it's fairly balanced IF a killer is indeed at a 60% kill rate. If they are under 60%, then they start leaning towards not winning their matches on average. The problem we have right now is that the majority of killers are well below their intended 60%, so most of the killer roster actually needs help. Some are even dipping into the 40's in %.
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@[Deleted User] said:
Im a Renato survivor main when I play that role and you're not wrong. Killers hate Renato's for some weird reason.
To be fair, when a shirtless Renato is running around, I'm just chasing him because I'm trying to get his number.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904108#Comment_3904108
I wonder why didn't they make this into a thing you can buy for shards/cells years ago.
I'd like it.
Honestly, that's not a bad idea. Some extra revenuefor BHVR, and players can customize their game a bit more.