RpTheHotrod
RpTheHotrod
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899167#Comment_3899167
That's only true to an extent. There are plenty of good well balanced, impactful survivor perks (look at exhaustion perks for example), and as a survivor in the regular mode you can easily put together a build of 4 perks that are all either consistently impactful or if they're niche or have requirements, are so impactful that they are worth having despite their nicheness/requirements. However these limitations are too extreme for a lot of survivor perks they are placed on, like hardened, all of the invocation perks, all of the teamwork perks, etc. The problem isn't that there are no good survivor perks. It's the devs are too afraid to make good survivor perks that they play it extremely safe with them and as a result there are too many perks that are near worthless.
This isn't about the power level of well designed perks, this is about the ratio of bad perks to good perks, which skews much more towards bad for survivor than it does for killer and it's because the devs are too afraid to let survivor perks be good, even if they have to nerf them later, so they always aim low
I get that, but my point is the game is balanced around the idea that the survivors are assumed to be putting together a good perk combo that'll have a good presence in the match among some weaker perks vs the killer. With chaos shuffle, that assumption is incorrect - it's all RNG. It's called chaos for a reason. It would require balancing tons of perks for the sake of a limited time gamemode. These alternative gamemods aren't designed to be balanced - no different than 2v8. It's unrealistic to expect the devs to rebalanced tons and tons of perks so they sre individually strong just in a specific gamemode.
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@SkeletalElite said:
A significant portion of my survivor matches, I literally never use any of the perks in my build. They end up bein either:
- too niche
- Have so little of an effect they're not worth using or when you do use them, it doesn't matter
- Have requirements to use so restrictive that it makes spending time using them so bad that you are throwing by choosing to use the perk.
- Some combination of multiple of the above
Not to say this doesn't happen with any killer perks. There are absolutely killer perks for which this applies, but I feel like in my killer matches I'm way more likely to value from my perks than my survivor matches.
Similarly there are survivor perks for which these things DO NOT apply, however the ratio of survivor perks which this applies to is much higher than killer perks.
Survivor perks individually are supposed to be weaker than a killer counterpart due to the fact that matches are 4 killer perks vs 16 survivor perks. Survivor teams get 4 times the amount of perks in the match than the killer does, so Survivor perks individually are going to be weaker.
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All of the alternatives got nerfed into non existence. Killers need more of a variety of viable perks, especially regression perks. Some of those regression nerfs need to be loosened up so we aren't seeing PR every match.
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One of the biggest problems DBD has is that cheaters can force cheats on other players. With instant bans, cheaters could force a teleport on innocent players and get those innocent players banned.
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You may be missing the point of them. The point is to have a obstacle the killer has to go throughto get to you and buy you time. However, you have to use these effectively. You're supposed to be getting to them and planning ahead accordingly to get to them safely. If you fail at this, then you're at risk of getting injured, or if already injured, downed.
If you're injured at a vault, then you were out of position or outplayed for that particular encounter.
With your suggestions, survivors would be immune to ever getting downed because vaults give you God mode. Heck, most chases would cease to exist as survivors would stop the moment they get to a god mode vault. Safer than running out in the open. Even with deep wounds taking affect, that final hit going into deep wounds gives you a large amount of distance - plenty of time to get to another loop.
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Wholeheartedly agree. Sure, the more you play, the less scary the game is. However, it doesn't mean we can't have a thematically scary game.
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@Memesis said:
Ping issues are always killer sided, that's the problem. If the killer has bad ping, they feel virtually no issues with connecting hits on their end, but survivors see themselves hit around corners, after vaults, the works. All players are actively punished for having good ping, while only killers are rewarded for having bad ping.
Slight correction. Hits are killer sided. Interrupts are survivor sided. Each side has their own favor towards a ping situation.
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@xCakeStick said:
With Dead by Daylight Mobile ceasing all operations after March 20th, I want to list some things that are present in the mobile version, but not in the base game.
- Perks being visible to survivors when loading into a match. This a must for improving communication and awareness of survivors builds. And has been requested for years, and has been in Dead by Daylight Mobile since it's initial release in 2020, nearly 5 years ago and hasn't made it's way to the base game.
- The voice chat and text chat/communication prompt feature. Whilst voice chat wasn't activated outside of custom games, this is also good for communication between teammates.
- Ranked and quick play matchmaking. Which would be good for the casual and competitive players. Might be a better way in using MMR.
- Offerings and items being shared between all survivors and killers was another nice feature, which allowed gaining and stacking offerings to be easier, making perks the only focus.
- A better and reworked Ritual system, which included both weekly and daily challenges. And the option to use event currencies to complete challenges and earn items in game. Another touch, is the fact Mobile had more than just 3 challenges.
- Mobile had better tutorials, and forced new players in doing them before they played their first ever match. The tutorial needs to be changed and reworked to make new player experience better
- Mobile had better HUD customization options, which I think the base game should take advantage of. Whilst you can change controls, changing the HUD as well would be great
- Mobile had better post game statistics. This gave you an insight of what everyone did, including both the Killer and Survivor. And didn't just tell you the total amount of bloodpoints they earned.
- Dead by Daylight Mobile had it's own leader board system, a feature missing in Dead by Daylight base game, and would be good for tracking progress amongst players.
Now I could just go on with the lack of features the base game is missing, and that the Mobile feature has. I left out some important ones like some lack of Graphical features, Mobile mori and skins, free character trails and bots due to the fact most of these are now in the game or have been confirmed by BHVR to be added soon. And some features I left out due them being bad and controversial when NetEase added them.
Just a heads up, leaderboards are almost always just filled with cheaters at the top. Cheaters LOVE to see their name in lights, so it'll just create an influx of cheaters showing up more than there already is. Leaderboards are almost always pointless.
It also heavily encourages people to play far more sweaty- let's face it...we could all use a community that's less sweaty.
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What if survivors got sent to the void (like the Halloween event area) and have their own objectives but has to evade ai enemies in the process . It could help the surviving survivors out in some way, but killers would need to be compensated in some way, as well.
Either that, or when someone gets to second hook stage, they get sent to the void and have to perform objectives to get sent back to the normal match again back to zero hook stages. The killer wins if they sacrifice a certain number of survivors.
Essentially, survivors aren't permanently out of the match until the whole survivor team runs out of shared survivor lives. Once survivors are out of lives, either the match ends, or death is permanent and the match ends once there are no more survivors left alive in the match (whether by death or escaping).
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897813#Comment_3897813
There is no distinction
The designers of the game disagree, and it's their call.
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@bjorksnas said:
I think a good side objective to add would be something to make 3 gens even worse to hold because thats just not good gamepaly so heres my Idea
Broken generator and special toolbox
The broken gen would spawn into a trial at 1-2 gens remaining at the furthest possible location furthest from the remaining generators, somewhere in a random totem spot at least 50% of the map away from the broken gen will spawn a special temporary toolbox that when used on the broken gen to turn it into a regular generator making it available to repair. Interacting with the broken gen without the toolbox will reveal to location of the toolbox to you and all other survivors for the rest of the trial.
Basically another gen that will spawn in to weaken 3/4 gens but it requires additional time investment to even start repairing
(this is an additonal gen the survivor team still has to complete 5 gens and there still starts with 7 gens in the trial, this is completely additonal / optional to use situationally)
Remove the silly 8 gen regression limit and replace it with this, I'd say.
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I'd rather BHVR do away with gen regression\repair perks and somehow normalize them, or have some basekit way to have gen defense so gen defense can just be done away with entirely.
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It makes more sense and is easier to understand. I never understood why it focused on the killer to begin with. It's far more intuitive for it to stay on the gen kicked.
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@bearcoalsocks said:
I have played about 20 games in a row now and every. Single. One. Had a camping killer even with no gens completed, they would immediately find someone and camp back up just far enough for the bar not to move and sit there. This is a constant problem. Makes me not even want to play if I’m going to be hooked in the first minute of the game and die. I carry a tool box and am ready to do some gens but don’t even get to use it and then lose it. It’s like bass pro had a major camping discount.
If the killer was camping and your team got zero gens done, then that's on your team. If you were the one on hook, maybe they were trolling you. A camping killer provides absolutely zero gen pressure - it's literally free gen progress.
A survivor can be hooked for up to 140 seconds. It takes 90 seconds to do a gen solo without any repair perks or items. If they were first hook and your team bothered to touch gens solo and without repair perks and without toolboxes, they could get 4.5 gens worth of repair. Now let's say it took them about half a minute to all find gens to get on, that's still roughly 4 gens worth of repairs. Either way, that's almost the entire match completed from a single hook camp. Heck, even if it was 2 survivors on gens since 1 survivor is sent to try to unhook, that's still 3 gens worth of repairs - over half of the survivors objectives completed. Imagine if they were using repair perks and items...even more would get done. If anything, a camping killer is a boon to the survivor team - thats a LOT of risk free gen progress.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897251#Comment_3897251
If it was true then the intent would be non existent. The intent was to prevent camping entirely. It doesn't.
People playing semantic thinking the problem with facecamping was… the face, and not the camping. Like bro that's the exact same problem.The intent was not to eliminate camping, only facecamping. The devs already cleared this up a loooooong time ago. Protecting a hook is part of the killer's expected goals, but it comes at a risk vs the reward - zero gen pressure. However, if killers were facecamping, it created little counter play. Now, killers can still camp as intended but creates room for counterplay.
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There are very few killers that can viably function at high mmr. Blight just tends to come out on top, so you're a lot more likely to see them. The rest of the killer roster is just too weak vs experienced survivors who know how to use all the tools available to them.
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They historically have gotten a lot of basekit buffs and perks to wipe away mistakes that they make is why. However, some of those buffs I feel are good such as basekit borrowed time, and the whole grabbing people unhooking always had a weird staring match moment. That being said, it's said because it's true, but it isn't always a problem that it has happened, and BHVR has sometimes nerfed some of the mistake erasing perks such as dead hard.
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I'd LOOOOOVE a Thing chapter. A lot of people have suggested various ones. I'm on board for a creative idea.
Biggest challenge is how SWFs can counter the power by having an agreed on tell....such as crouch twice in a row in quick succession.
What would be fun is if after enough progress has been done by the killer, he can infect a survivor. That survivor then swaps allegiance and now wins with the killer and loses with the survivors. Now even someone in an swf will spew deception even with their buddies to stay low profile until the endgame collapse begins which will cause the infected survivor to mutate and become another killer. It's a bit silly and probably would never work, but it'd be hecka fun to be a secret villain in your swf group and pull one over on your buddies. Only one blood test would exist in the trial, so survivors would have one chance to guess which of their buddies is also a Thing - that's even if a survivor was infected to begin with!
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It's only really effective at completely denying the ability to apply killer gen perks to the gen, but it does come at the cost of it automatically regressing if they get chased off the gen. It's a weird tactic, but I doubt BHVR cares about the effects of it enough to fix it.
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Fun is subjective. We can't really define it for you. Some people have a total blast playing dbd. Others despise it as if it was the plague. It's really up to you to determine if you find it fun or not.
For me, I don't really find playing the majority of the killers fun, and survivor tends to be a bit too easy. I find my happy medium by maining The Ghost Face killer (p100), since it let's me play a fun iconic character that i love (yes I know it's technically a "completely different character!", but I digress). If it wasn't for ole ghostie, I would have probably stopped playing the game a long time ago. Still, I do rather enjoy playing as a solo queue survivor, because I like subverting expectations and surprise other survivors with a solo queue who's pro-teamwork.
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@WolfePhD said:
https://forums.bhvr.com/dead-by-daylight/discussion/439956/dont-change-pinheads-perk-names
I think gridlock would be way cooler than deadlock. They have the opportunity to make something better with new names.
I've accidentally called it gridlock quite a few times anyway, ha.
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Heck, when I'm playing killer, sometimes I get jumpscared by a survivor that was hiding at a pallet who jumps out of nowhere to pallet stun, ha!
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@CountOfTheFog said:
Turn on Anonymous Mode in online settings. You'll still have the anxiety, but it's reduced tremendously. XBOX platforms are the only ones that don't have this feature.
Yup - I almost exclusively play anonymously on my P100 ghostie - mostly because I feel I don't have anything to prove if I'm completely anon, and second so I'm not harassed post-match. I do get asked a lot if I'm some streamer, so that's kind of funny.
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@buggybug said:
Everyone's comment mine included is showing all of us agreeing and there is no debate or disagreement so far but the cowardly redditors over here downvoting a general topic. Devs open your eyes and remove this obnoxious button seriously.
I agree. I was mass downvoted for providing a hard counter to a perk that they were saying had no counter.
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The last time BHVR gutted a killer into extinction was with SM. Their reasoning there was they wanted to essentially killswitch her without actually kill switching to give them some time to redesign her without letting her continue to be a problem in the meantime. That being said, im not sure why BHVR feels the xeno is so problematic that they are essentially removing it from the game until further notice. Maybe they spotted something about it that the community hasn't? Maybe a licensing dispute where they don't want anyone playing xeno? It's just all guesses right now.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894085#Comment_3894085
In what world. COH is trash as ####.
It desperately needs a buff and not just a minor one.
I absolutely love it when someone brings it. Creates an area that's essentially a bat signal for the other survivors that its the recooperate zone. So much faster to get healed and back into the game when everyone knows where the healing clubhouse is.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893923#Comment_3893923
Iirc, the current world record escape streak for a 4 man is by a comp level team and made it about 240 games. Solo queue is double digits, like 40ish.
But clown is over 800. Blight was almost 2000.
Your "500 streak" players should submit their evidence for the wr title.
Maybe they should, then again, it's a competitive team's claim, so they very well could have been stretching the truth. I figured it had to be a blight or nurse, so blight it is. I always felt clown was unfair, but no one seems to ever agree with me.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885277#Comment_3885277
It's literally outrageous that in a game with MMR, one side can go on thousands-long win streaks completely uncontested by their opponenents. The only time these players lose their win streaks is when hackers/streamsnipers get involved. And that's all I need to know that the balance doesn't lie where killer mains insist it does.
Likely a nurse or blight. Those two sre just broken. Killers as a whole arent getting wins like that. Nurse and blight definitely needs to be taken down a notch. That being said, I've seen survivor teams do 500+ wins, so it goes ways.
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I'm in favor of all player identifies being hidden until the post-game lobby after the match has fully ended.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893684#Comment_3893684
Yeah I agree with that.
I think I was referring to this line:
Because a hatch is a win for killer, even though it's 0 kill.
Maybe you meant a win for survivor, since it does count as an escape for kill rates. It counts as a draw for MMR purposes only.
To help clarify your point that others might have a hard time understanding, MMR adjustments are disconnected from win/losses as a concept very intentionally. For an example, a grandmaster in chess winning vs a brand new player wouldn't increase their rating even though they won, and that new player wouldn't downgrade their rating even though they lost. MMR don't care about wins or losses, it just cares about trying to balance the next match better. Some games might even lower a rating even if it was a win. Ranking/ratings/mmr do not necessarily equally match up to wins/losses/ties. The same applies in DBD but to a lesser extent. A hatch is MMR neutral, but it has no bearing itself on wins or losses. A survivor escaping via a hatch won their match, but MMR stays the same. For example, if the killer got a 3k, and the 4th survivor hatches out, then both the killer won and the survivor won. However bear in mind hatch opens under any circumstances of there being one final survivor, even if all the other survivors escaped out the exit gate. A win for survivor is escaping by any means. A win isn't when mmr is positive, though a win can be gained when it's positive - it's just not the defining factor of a win.
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I feel am this would lead to a lot of games just ending prematurely once a gate is open. Why wouldn't killers just close the match immediately in most situations? That wouldn't be very fun if we normalize instant game closer once a gate opens. Some of the most intense parts of a match is after a gate is opened. It would also lead to more gates being 99'd.
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@DeBecker said:
You cannot force the killer ti surrender. Its still their own choice to use the option or not. Also, why would someone - who just wants to play the game - waste 10 minutes of their own time to hide for a meager chance the other side is sick of the gameplay?
It's no different than bodyblocking a survivor into a corner where they can't move. You're not forcing them to disconnect - they could just sit there and wait out the automatic match close timer (1 hour now, I believe it is?). Realistically, it's a ridiculous statement, but it's no different than hiding all game and forcing the killer to also have to wait for the automatic game closure. At least killers will have a 10 minute wait instead of the automatic closure. Regardless, it's silly that survivors failing to do their objectives opens up the killer accepting defeat.
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I'm just hoping future game dev teams can take BHVR's blunder of offering unlimited free epic accounts as an example of what not to do. The faster the industry realizes that offering free unlimited accounts will cause a mass infestation, the better.
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The reasoning was due to his mobility, but as you pointed out, it doesn't really make any sense considering blight has far superior map traversal speed.
I think they just actually wanted to try something new, a killer with a bigger TR to utilize perks to take advantage of a larger TR - mix up expectations. Maybe also they were super psyched to have wesker himself as a killer, and since he's lore-wise very sure of himself and flaunty, him pounding his chest and declaring HERE I AM, PREPARE TO DIE is thematically fitting for him.
Long story short, I feel it's more about the theme of who wesker is than a gameplay balance choice.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893670#Comment_3893670
you don't need time to get into undetectable powers
You said it and made the claim, not me. We aren't mind readers. If you're making such a statement, people are going to respond based off that statement. If you are being honest and saying you acknowledge the statement you made is not accurate, then you're posting falsehoods as facts intentionally. Like I said, either you're new, or you're pulling our legs. I was doing a kindness and for your sake assuming your new and offered to help teach you, but considering you acknowledged otherwise, then the latter is confirmed. You at least have made a very accurate statement afterwards - we're done here.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893741#Comment_3893741
Considering I am only saying that under the assumption that my suggestion to allow ghostie to manually exit his power without getting a cooldown is implemented, yes that would be a mistake, but I would not care if downing a marked survivor bypassed the cooldown as well since that'd mostly just be a qol. Also calling me new just because you don't agree with me is cringe
I'm assuming you're new because you're making claims that aren't even in the game. For example, you claimed stealth killers dont need time in order to be undetectable. Anyone with a basic level of understanding on how the game plays would realize this just isnt true. Despite your claim that ghostie can stealth whenever he wants and not need time to do it, he absolutely has cooldowns and absolutely needs time to be undetectable. It would be no different if someone posted asking how to get weapons to kill the killer - id assume they are new because their statements make no sense to anyone who actually plays.
You say ghostie being on cooldown means he made a mistake. Thats just simply not true. Heck, even being revealed by a survivor isn't necessarily a mistake. Popping a quick stealth to 99 someone during a chase to allow them to escape for an exposed hit later even if they get revealed right after is a bread and butter move for ghostie that puts him on cooldown. That's not a mistake, either.
You're whole thing here isn't about buffing killers, you're whole thing here is entirely focused punishing them for "mistakes". A smaller TR always helps. Your suggestions only help under specific ccircumstances and rip it away if the killer makes mistakes. These killers are already very weak - they don't need further punishments. What they need are reliable buffs, and a smaller TR is low hanging fruit for the devs.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893724#Comment_3893724
Yes it does, because if you have that option but still end up on cooldown it's because you got revealed which is your own fault
It doesn't resolve it at all, it's still on coold....okay I think you're just messing with us at this point. In any situation on a cooldown, a smaller TR is superior than nothing because "it's your fault". Also, you clearly have absolutely no experience with ghostie, so I don't think you have much room to demand changes about him. There are multiple ways to be on cooldowm and not in stealth without ever being revealed by any survivors. I mean heck. You claimed ghostie doesn't even have a stealth cooldown saying he doesn't need time to stealth.
Either you are absolutely brand new to the game, or your pulling my leg, here. If it's the former, and more than happy to teach you how to play. If it's the latter, we're done here.
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I'd add that they should also be in flip-flops and make flipflop sounds every step.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893718#Comment_3893718
Ok so here's a suggestion for a buff that's healtheir while addressing your issue: Letting ghostie exit his power without putting it on cooldown. This way the only way he can get booted out of stealth is if he gets removed, which is a mistake on the ghostie's part and can be avoided.
That doesn't address the issue when it's currently on cooldown and having to sit back and wait to approach a gen until the cooldown is off. A smaller TR helps, here.
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Edit - forum bug
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Perhaps you're just not familiar with how these killers play. I'll give ghostie as an example.
First, some of these killers have cooldowns. A smaller TR simply helps them bridge the gap of being stealthy when their stealth is on cooldown. That's a nice lil buff.
For example, sometimes you'll know someone is on a gen, and youre wanting to ambush them. Problem is, you're on a cooldown, so you have an awkward moment where you have to stay away from that gen just outside of the TR until your stealth is off cooldown, can stealth, then approach discreetly. Otherwise, if they hear a TR, they immediately run for the kills. A smaller TR lets you get closer and buys you a few seconds which may prevent the need to stay back and wait.
Another example is understanding that the way to counter ghostie is to have someone keeping tabs on him - meaning someone tailing him (ghostie's hard counter). There will often be cases like this where you don't want to just activate stealthy willy nilly, as anyone near will just instantly reveal you which then puts your stealth on cooldown. A smaller TR helps you at least get closer to someone (and in turn a slightly smaller head start on a chase) if you do have someone always tailing you. When being hard countered, ghostie uses his stealth offensively for surprise mid chase stalks instead of ambushing. Essentially, a smaller TR offers some slight mitigation vs ghostie's hard counter - and way to close the distance on chases since he won't be able to use his stealth to ambush anyone while being hard countered and instead save the stealth for chase stalks.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892901#Comment_3892901
If anything how about they remove crawler mode altogether and just have the tail while standing. I understand the crawling is more of a source material thing but nobody enjoys having their view lowered like that, and you only occasionaly get to see the xenomorph standing, like the queen being the tallest model in the game
I mean, I prefer the crawler mode just because it's just thematically more creepy, but I'll admit, I'm just simply used to a lower view considering I avp1 and avp2 competitively as a Runner Alien class. I miss those days, so this xeno is the closest thing I have to those days, ha!
That being said, we have almost every kill being some upright humanoid - it's nice to see a killer on all four's…it's just far more interesting.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/439880/killer-vs-killler-role
The game is not blanketly "killer sided"
The devs balance the game around a 60% kill rate, which, when factoring in hatch, amounts to around a 50% win rate for killers.
The other thing to keep in mind is that balance is at a scale. Most people would agree that at the lowest levels of play, like when you first start playing, the game is massively killer sided. I remember when i first started playing with my friends, we were lucky if we ever got a single generator done in our matches before we were all killed, and this was back in the days when real infinites existed so it should have been easy for us.
Once you move on to the "average skill level" the game starts to even out and become a bit more evenly balanced.
Then once you move onto the highest levels of skill the game shifts back over to survivor sided. There is a reason that comp for example has to heavily restrict survivors and do a ton of scoring systems and such to make the game more fair for killers for example.
Then you have SWF which also complicates it a bit, again at lower levels it probably doesn't make much of a difference, but as you climb the ranks of skill, discord suddenly becomes a massive advantage that you have over your solo queue counterparts.
This is accurate. Survivors have a lot of tools for success to the point where, while perfect players don't exist, survivors who did play perfectly and made no mistakes would always win, and killers who played perfectly and made no mistakes can still lose. Essentially, the game is entirely balanced around survivor mistakes and the killers skill to capitalize on those mistakes. Inherently, the game is indeed survivor sided, but it just takes a lot of practice and experience to get to a level of consistent wins (some teams have gone 500+ win streaks, for example). What's frustrating though is that the majority of the playerbase clearly aren't going to reach at that level. Thats means despite survivors having the upper hand with available tools, BHVR will naturally balance around the mid-tier average survivors to keep them in a roughly balanced win/loss territory. That means the game is really for the average players. Once you get a lot of experience and get into the highest mmr sections, the survivor potential essentially guts almost all viable killer picks save a small few. Thats why we always see nurse/blight/wesker in almost all high level plays - other killers just can't compete vs survivors who know what they are doing.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893540#Comment_3893540
Like I said, why not buff them in a way that makes actual sense then? Did you read the whole post?
Yea. Did you read mine? I'm saying it doesn't hurt. It's an easy tweak that doesn't warrant them spending years worrying how it could break something in the code. A quick TR is far more likely to occur than them going through and doing an addon pass or something per killer - that usually takes them literal years to do.
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They are already incredibly weak innately vs other killers that are more aggressive. They can get all the help that they can get. Ghostie is approaching a 49% kill rate - that's just sad.
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They definitely have it backwards. If they are unable to complete gens after 10 minutes, they have failed to do their objective. Should pop up as a survivor surrender option.
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@PuddleOfBludd said:
And the number one reason is the way that they are handling the “go next” mentality. It hasn’t even rolled out yet, but just the fact that it was announced, I’ve already seen an extreme difference in how players are playing in solo queue and it’s not a positive one.
You run the killer around for two or three generators and they finally down you and put you on a hook. Now consistently in solo queue people are just leaving you there to second stage. One person will be being chased wild to people are hiding in corners, because they hear the faintest sound of a terror radius.
And now, if I know that my teammates aren’t coming to get me, and I take my attempts to try and get myself off of the hook, I can be penalized for that.
Another common etiquette play will also now be penalized. If I’m one of the last two survivors, and I get hooked for the second time, and the other survivor has only been hooked once, or possibly not at all, it is the right thing to do to let yourself die, and give that player a chance to escape with hatch. But now I’m expected to do the killer a favor, and do all of my skill checks to give them more time to catch the other Survivor?
So what team am I supposed to be playing for? This only creates another type of griefing in which teammates can leave you on the hook and there’s nothing you can do about it.
Use your attempts to try and get off? Punished.HELP your final teammate by NOT giving the OPPONENT more time? Punished.
So I just want to get this straight BHVR … you don’t want people to “go next” because it will affect the “team”. But the changes that you’re making are firmly establishing that there is no TEAM. Because on one end, I have to sit and HOPE my so-called team comes and gets me OR be FORCED to use a PERK to not be punished and then on the other end I’ll be punished if I don’t HELP the killer!
Make it make sense.
I'd imagine the Go Next only kicks in if the game has recently started (ie to punish people who "Go Next" after getting downed early game). Giving up on hook during the endgame portion of the match isn't "leaving the game as soon as possible once something doesn't go your way". You stuck it out to the end, so I'm assuming that mechanic disables itself at some point in the match.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891993#Comment_3891993
Right now this is wrong. If you're a good Xenomorph player, the turrets should rarely be knocking you out of your power. The turrets are basically the equivalent of a survivor running in and taking a protection hit for you. They only become threatening if they're placed in clusters, otherwise you should be able to tail strike them before they burn you out of your power.
If the PTB changes go live, though… this will be a lot more accurate.
Just commenting that every time a turret is destroyed, it does allow the survivor to make a good amount of distance. It's an on demand bodyblock (as you mentioned) but without the downside of anyone getting injured. A turret is a win-win for the survivor in every situation. If the xeno destroys it, you can get away easier. If not, the killer loses their power. The exception of course is if inexperienced survivors put the turret at a tunnel, but thats on the survivors inexperience.
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@Pulsar said:
????
[CHANGE]Increased tail attack charge time to .35 seconds(was .2)[CHANGE]Increased tail attack charge sound volume for survivors[CHANGE]Reduced missed attack cooldown time to 2.5 seconds(was 3)[CHANGE]Increased the Killer Instinct range when exiting a tunnel to 16m(was 12m)[CHANGE]Decreased the time it takes to get out of a tunnel to 1.5 second(was 2.25)[CHANGE]Increased amount of fire needed to burn The Xenomorph out of crawler mode to 175(was 100)[CHANGE]Increased delay before the Xenomorph’s heat starts to dissipate to 15s(was 1)[CHANGE]Decreased the Xenomorph’s heat dissipation rate to 2/s(was 25)[CHANGE]Adjusted several Add-Ons to align with these changes.
So, they made his Tail Attack charge longer, which is nice because it was pretty much unreactable.
They reduced his cooldown, which is a buff. They increased his KI range, which is a buff. They made him exit his tunnel faster, which is a buff. They made it more difficult to burn him, which is a buff. They made it take longer for heat to dissipate, which is a nerf.
I'm no Xeno expert, but it seems like you just focused entirely on the fact that he got nerfed twice and ignored all the other buffs
They made him last ever so slightly longer before a full burn in return for dropping your heat to taking 13x longer. This means that the killer will pretty much never have crawler mode available and in turn not tail use at all outside the beginning of a chase where no chases have occurred recently.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892599#Comment_3892599
That's the point. They nerfed both his power to make it more dodgeable, but then also went around and made turrets stronger so weaker survivors can use them effectively.
The tail was already easy to dodge.
https://youtu.be/CPiIieKiL4Q?si=HXMwfEAguvN-CBTlAs for the turret change, this just means they are practically removing crawler mode from the killer. They double dipped on the tail nerf, since being unable to effectively use crawlermode means not even having the tail as an option.
Sounds to me that they are giving xeno the sm treatment - make them so terrible that no one would dare even touch picking up the killer until they get around on doing some sort of redesign.