RpTheHotrod
RpTheHotrod
About
- Username
- RpTheHotrod
- Joined
- Visits
- 3,824
- Last Active
Comments
-
Taking a break, as well. Normally play every day for 2 hours or so. I'm doing once a week now for about an hour. Exception is some extra time just to get the summer tome thing completed...then I'm back to barely playing. This game is not fun anymore as an m1 killer - not remotely.
-
I'm sure someone has mentioned it, but good news, the accessibility feature was moved as a basekit option under game options. Don't need a perk to visually see when the killer is near and roughly how close they are.
-
@bm33 said:
If you're having trouble against killers running aura reading builds start running Distortion. I started running it when Lethal became more popular.
Distortion will wreck an aura user. Makes their perk loadout do nothing.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507386#Comment_3507386
My theory is BHVR wanted to buff survivors, so they made a change to window vault hit validation, then labeled it a bugfix.
Before this recent change, I never had low latency games where my weapon would phase through vaulting survivors, and now this happens, which means something is happening beyond the survivors getting extra distance, because the survivor hitboxes are no longer matching where the killer sees them.
This is exactly it. Vault distance like that has never been a thing. It was always vault speed. They just buffed survivors for the sake of buffing them under the guise of a "bug fix" just like how they "fixed that bug that has been in the game for 7 years since launch" that forced all killers look look at their cute lil toesies after every swing. These aren't bug fixes, these are straight up nerfs to killers for the sake of nerfing.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507675#Comment_3507675
Open the Gate yourself if you want the timer to start.
Doesn't function half the time as killer.
-
I personally think it should regress. Survivors just 99 it which makes it pointless for killers in the EGC to even try chasing towards a gate. They 99 it to bypass the timer but still have the benefit of an "open" gate. Defeats the entire purpose of the timer pressure since it is entirely bypassable.
-
@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506040#Comment_3506040
yeah um.. usually people on the internet don’t admit they are wrong or were wrong, but that’s not me. i gladly admit that i am wrong here, as i was showed with proof on twitter where there was a huntress player who threw a hatchet directly on a survivor while they were vaulting, and it even made the squash sound like if the hit registered, but it never registered.
i hope the devs are working on a fix because that honestly is really bad, and not at all should be in the game. the survivor should be able to be punished for vaulting too close in front of you, and i hope they are working on a another hot fix patch to hopefully fix the invincibility frame bugs. also, my apologies for sounding very mean or rude in my original post, that was not at all right for me to do.
I appreciate that outlook. Thanks.
-
Survivors get 16 perks every match, so I'm all for giving killers 5.
-
@thisislastyearsmodel said:
I've noticed that the auto-aim is kind of running haywire, if that's what you mean.
I've had a handful of experiences tonight alone where I'll swing at a survivor, my weapon will appear to literally go through their body and I'll still somehow not hit them.
Yup. That's the buff BHVR gave survivors. Immunity frames during vaulting. That's why everyone is so upset.
-
I used to play every day for at least 2 hours. I'm playing once a week, now. Game has really been falling apart as of late. They used to try to balance the game evenly with some decent attempts (sometimes succeeding, sometimes not), but they are just blatantly pushing m1 killers into being unviable for some reason. It's like they want to focus their entire balance around nurse\blight\huntress only. All these nerfs to killers and buffs to survivors don't affect those 3 whatsoever, but it's absolutely gutting m1 killers.
-
They also recently added iframes to survivors during vaults.
Dead by Daylight is an asymmetrical multiplayer horror game in which four resourceful survivors face off against one ruthless killer. Developed and published by Behaviour Interactive. This subreddit is not owned, operated, or moderated by Behaviour Interactive.I'm genuinely thinking of just retiring from DBD. Only 1400 hours in, so I'm not exactly a pro like some of those 4000+ people, but still....been playing for awhile and it's one of my favorite games. I'm an underdog fan, so I'm a fan of doing Pig\Ghostie\Myers and such. Just sucks it seems that they are slowly working towards eliminating them from play.
-
@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505516#Comment_3505516
woah that is so much weird copium you just huffed and puffed yourself. they did not give survivors invincibility frames, they just simply gave them the proper distance it should've had when fast vaulting. fast vaulting, as stated in the patch notes, originally only gave the same distance as slow/medium vaults. if you performed a fast vault, it should have always given more distance than a medium vault would. thats why killers were able to hit them easier during fast vaults.
stop spreading false information, its most likely just a wifi issue or ingame settings. some players have vsync off and have their frames at 120 like me, that CERTAINLY feels different going up against. especially a killer with VSync on and capped at 60 fps, against a survivor with VSync off and their FPS at 120. its also probably just DBD's crappy crappy engine.
Maybe you have not been playing killer since the last patch, so I'll forgive your words. When hitting survivors who are in the middle of vaulting, killer weapons are clipping through their body and damage states aren't being registered. This isn't some random lag someone is getting - there's a load of people talking about this. BHVR clearly has added some invincibility frames with this - whether that was intentional or not doesn't matter...the fact of the matter is, once they are beyond a certain part in their animation, attacks are not registering damage and you just clip through the survivor. This didn't start happening until their vault change. Someone did say BHVR acknowledged that this was unintentional and a fix is in the works, but I have not seen such a statement myself, so I'm not sure if that part is true.
You can clearly see the immunity here:
https://www.reddit.com/r/deadbydaylight/comments/15i2lfk/loving_the_new_vaults/
-
@devotedDBDenjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503652#Comment_3503652
I've already responded to this kind of question earlier in the thread so I'll just paste my response again because you seem a little confused and think I'm mad at the Ghostface's decision (which I'm not).
"the killer has an easier way out in that scenario than the survivor does. the survivor crawl speed isn't very fast. obviously, not denying it's possible to crawl to a hook range before you bleed out. but i don't blame people for not bothering because crawling around isn't fun at all and i don't blame survivors for wanting to just watch a video and bleed out instead of bothering.
"one option is a lot less tedious than the other, and that's the killer just letting the survivor go. the survivor being asked to crawl to a hook is a valid thing to ask, but i can empathize with not caring enough to do so, so I'm not going to go off on someone for not doing it. just like i didn't go off on the Ghostface for not letting the survivor go, because i don't blame them either. my WHOLE grievance in this scenario was someone acting like the Ghostface was helpless in this scenario. not that the Ghostface was the bad guy in this scenario."
(please for the love of god don't semantics me and go "well you didn't explain against why the survivor didn't just run to the hook!!!! got ya!!!" it should be self explanatory why they didn't do that...they wanted to try and survive...)
...which ties into my next point -- you're being a little silly right now. The survivor could have had interest in using that to wiggle out and try to escape. (hatch was open). It seems you yourself don't understand the objective of the survivor, which is funny, because you say that I do not understand the objective of playing killer. It seems you don't understand the objective of the survivor is to try and survive, in which case, they used an attempt to wiggle out / killer having mercy as their way of escaping, which is the survivor just trying to fulfill their objective. As you humbly said -- "Goes both ways - they are both players playing the game." Both sides wanted the win, and only one got it, because of the choice the Ghostface made. And before you jump at me again, I already stated --
The Ghostface's choice was fine and fair given the situation.
I am simply just speaking to you because you're the one bringing up these points and I am responding to them.
Using bold text so hopefully you don't miss it this time.
Naw, I saw it - I just don't really agree with the "less tedious option" of just letting the survivor go. The killer successfully shut down and prevented the survivor from escaping. Why would he just let them win in that scenario if there's no risk at a stalemate (thanks to bleedout timer)? If he wants to let them win, then just stand there and let them open the gate and bounce. That's what I usually do - either just dance around the gate and keep letting them open it, or I just let them hatch out. If the killer has already decided that he's going to finish the match with a 4K, and that killer succeeds at preventing the survivor from accomplishing their goal, then it is what it is. In chess, you're about to checkmate the opponent's king in a few moves, but it'll take time to get there since it's your king and queen vs his queen. Not once have I heard the commentators go, "Now, he COULD checkmate the king, but another option is to retire and let his opponent win." Sure, retiring ends the game faster, but no one can expect that to ever actually happen. The only difference here is the survivor doesn't have an option to retire themselves (usually in Chess, a clearly losing position retires). I've always been a supporter that if you're the last survivor and you get downed, you should be given a "give up" option.
-
@ThatRedPyramidThing said:
Yes, vaults are the number one spot.
But it does seem like my lunges are whiffing more too. But yeah it's mostly at vaults.
BHVR recently buffed fast vaults that essentially gives survivors invulnerability in the later frames of their vaulting animation. They did this to make it "look" more fair on the survivor's point of view since it often looks like they cleared the vault on their screen but still got hit. The problem is, it still looks like it would have clearly hit from the killer's POV. They also fixed a bug where survivors were not gaining as much distance on a fast vault as intended.
-
The community let them know with a lot of feedback that this was a broken perk on the PTB, but it ended up going live unchanged. I seriously don't think BHVR is that incompetent, so I'm thinking their balance team is on summer vacation and a B team is in place. It seriously is a blatant issue for m1 killers. It causes infinites, and some loops break enough LOS to stop chases, so bloodlust isn't occuring.
-
MFT alone has pretty much turned my daily DBD gameplay into playing DBD once or twice a week. It really, REALLY makes playing m1 killers absolutely not fun. I'm a fan of playing underdogs (ie myers\ghostie\pig), but this means those weak killers MUCH weaker.
-
Something needs to be done. The fact that MFT went live with no changes when the community gave a large amount of feedback on how problematic it is (especially for m1 killers) makes me think that their typical balance team might be on summer vacation and we have a B team on their stead. I'm hoping we're not going to be having to wait for much longer until it's addressed. It's just so weird for BHVR to be careful about infinites then add a "perma" runspeed perk which ends up just creating a good amount of them and outright makes some survivors immune to being caught from some of the m1 killers unless those killers try for bloodlust 3 every chase (which typically means they're going to lose, anyway, but some loops even "ends chases" so blood lust won't even work).
-
I appreciated the random unexpected "Scream"s from people while I'm playing Ghost Face, so I usually pick them now for the one who gets hatch (I typically let the last person hatch\escape if I win a match). It's sort of my own version of Boop the Snoot - but for Ghostie!
-
@devotedDBDenjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502309#Comment_3502309
They could've just let the survivor go and it'd waste less time. Hatch was open, gate was right there. Instead, they chose the bleedout route. I believe it is acceptable to be slightly annoyed at that. The killer wasn't hopeless, and I have no clue why you're acting like they were. They are fully allowed to bleed out the survivor and get the kill, obviously, i've done it before myself. i'm not here to play 20 questions on some random ghostface player on why they did it because it is just a game at the end of the day, but there wasn't "nothing they could do". They willingly made a choice whether to kill or spare the survivor.
Not sure you understand the objective of playing killer. You're saying that they had a choice to fail, and you think it's awful that they decided against failing and go with succeeding in their objective, instead. You may as well also say that the survivor had a choice to go down near a hook instead of deciding to go down where the killer can't quickly fulfill their objective. Goes both ways - they are both players playing the game.
-
They are immune to mindgames due to built in wallhacks and have pixel perfect loop management to go with that wallhack (unless they go on a weird tangent with a flashlight for some reason - then they just completely fall apart), so it's usually not worth the time trying to catch them.
-
@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502180#Comment_3502180
Just standing there watching you bleed out at the door for the entire bleed out timer because he already used all the hooks near it? No, I have never done that (except for Boil Over abuse, I hate that perk and never use it.) In fact, while i do not agree it should be allowed, it's the reason many players want a "die" option for when they are left to bleed out.
It's not against the rules, and a killer is allowed to play however they want, I even said ggwp to him in the end game chat, as it's my vibe to be positive no matter what, however that doesn't mean that there isn't certain things I don't agree with and will call out (which is the main reason I use streamer mode even though I am not a streamer. I like my screenshots to hide names.) because it's also my policy to not do anything as killer that would make me angry as a survivor.
Don't even remember that killers' name and won't tell anyone even if I did.
In that situation, there's nothing the killer CAN really do. One of the downsides to hooks going away after being used. If the killer picks them up, they just wiggle out and might find hatch or run out of an open gate. Typically, survivors will run to a hook deadzone and go, "Ha, now you HAVE to pick me up and I get to wiggle out!" then get a surprised Pikachu face when the killer just leaves them slugged - that's on the survivor for running to a deadzone. However, in rarer cases, the survivor also didn't really have a choice - they were at an exit gate trying to escape without hooks nearby. The killer has zero options, and the survivor has to lie and wait it out. That being said, it's more often than not a situation of survivors trying to force a wiggle out by going to a deadzone. The situation here would happen a lot more rarely - the chances of literally having no hooks at the exit objective. That's some seriously bad luck. That's on BHVR making hooks go away - not the killer.
-
I think one of the biggest problems in DBD is that an SWF even has the possibility of bullying the killer. The killer isn't even something to fear, anymore. There is so much "go on the offensive against the killer" that the killer can essentially not be much of a threat, especially with guaranteed no threat perk combos like buckle up and for the people. It doesn't feel like killer vs survivors anymore, it feels like Team A vs Team B PvP. They need to turn killers back into being something you are less inclined to run towards unless specifically trying to get attention for a chase.
-
@nikodemo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500813#Comment_3500813
useless comment. been playing killer for years.
these current changes are very unhealthy for the game.
"easy to counter." doesn't elaborate. leaves.
the only counter to Plot Twist is to tunnel them or run bloody Deerstalker. you have to win the chase, you have to commit. no hit and run.
BU+FTP with a coordinated squad is hell.
you have no idea what you're talking about.
I don't mind Plot Twist since it's once per match until the gates are powered, but MFT absolutely needs a rework. Unlimited movement speed boosts is incredibly problematic to M1 killers without any kind of movement abilities such as The Ghost Face, Myers, etc...
-
I typically only play the underdogs, you know, Pig, Myers, Sadako, Ghostie, etc...
Problem is that for a lot of M1 killers, hit and run is the most viable option for them, because they can't do extended chases without losing all the gens quickly. Gens go by extremely fast, and a lot of survivors WANT to be chased because they are running stuff like MFT, lithe, and other such kind of perks.
Make chases not always be at the cost of losing a gen or two then I'd consider sticking to chases.
Again, it's one of those problems that it doesn't hurt the powerful killers in chase but incredibly is harmful to killers who don't have a strong chase. BHVR can't just "fix it" across the board. If you want more killers chasing, then the weaker chase killers need their chase power bumped up. At the moment, the weak chasers simply cannot afford to chase because of how long it takes. It's even worst now that survivors get MFT.
-
@blithes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487561#Comment_3487561
i wasn't aware of that so thank you for letting me know lol. i think the biggest culprit here is the hitboxes of the hatchets, i've seen that image of the hatchet with the hitbox around it floating around recently and it never looked that big (maybe it was old i'm not really sure), and i keep seeing people bang on about how its the survivor hitbox that's big, and has nothing to do with the killer. i can understand how the other stuff is a latency issue though.
i'll ask the same as above, do you think that if there's better/more available servers this would be less of an issue? i know dbd has been having massive server issues lately but i think this has been a bit of a problem for a long time.
Likely, but DBD has always been infamous for having bad hit detection. Probably a poor tick rate or something.
But yeah, interrupts are survivor sided. That's why as a killer you can grab a survivor off a gen, suddenly freeze, then suddenly the survivor is off running away. From the survivor's point of view, they had already let go of the gen before you attacked. They did this to avoid awkward feelings of being teleported backwards into a grab. As for killers, they made it killer sided to avoid the awkward feeling if hitting survivors and having your slowdown only to end up not actually doing damage.
-
@[Deleted User] said:
I'm sure devs are aware of this and will take adequate action when needed.
The devs already stated they are fine with this. :/
-
From what I've told, the MMR ceiling is actually incredibly low, so seeing it would only really affect new players vs everyone else.
-
This is more of a latency issue and less of a hitbox issue. This is unfortunately a thing in about every online competitive game. This is also why survivors can reveal ghostface through solid walls. However, I do know that hatchet hotboxes are far bigger than their actual model.
Just so you're aware, hits are killer sided. Interrupts like grabs or harpoon hooks are survivor sided. Both sides get an advantage in interactions.
-
@clowninabout said:
I'll be amazed if they let these kind of interactions go live. Personally I don't plot twist should interact with anything, also I think you should be committed once you use it, other survivors shouldn't be able to pick you up. Or if they can use it like this then they allow it to proc killer perks. Imagine getting stbfl stacks or jolt because someone threw themselves on the floor the other side of the map lol.
Frankly, seeing that they let Made For This go live without any changes, I'd say anything goes at this point.
-
@bookie said:
"First of all, you don't crash and suddenly have a 24 hour ban. It starts with 1 minute, goes up to 5, 15 and then I don't even know how much. So you probably crashed at least 5 times." And yet I haven't had a 1 minute matchmaking ban in two months, It has always been around 15 minutes to 6 hours recently and I had no clue why.
I actually posted this on reddit and the mods locked my thread for "misinformation". Indeed, sometimes a first DC penalty starts at 15 minutes. I've had it happen to me. I rarely ever DC.
-
I see a 2K as a wash aka a draw.
-
This information may help a little.
Hits are based on the killer POV.
Interrupts are based on the survivor POV (such as grabs, harpoon chain nab, etc...)
However, I've been hearing things are not working like this as of late, but it's supposed to work that way. Whatever the killer sees hit-wise should always be a hit. As for grabs and such, whatever the survivor sees should be what happens. However, if a survivor is awarded an escape when from the killer's POV it should have been a grab, a damage state is instead provided as compensation.
-
Killers have been getting absolutely slaughtered with killer perks over the last few patches - especially them practically removing overcharge and call of brine from the game. What are you going on about?
-
I like "roleplaying" as a stealth killer and jumpscare people and generally just make them feel uneasy in a spooky fun way - like I'll play a match to try to win, but if there is an opportunity just to creep someone out, like just stare at then from around a corner while they work on an objective until they notice me and then dip out and vanish, I'll sometimes do it.
There's a lot of sweaty killers and survivors, both. Sometime I just enjoy giving them a break from the norm to have some spooky fun. I used to run GM events and volunteer special events in MMOs, so setting up a scenario for other players to enjoy is a lot of fun.
-
Hits are killer favored. Interrupts are survivor favored.
Essentially, if a hit looks like it would hit from the killer's points of view, it will be validated as a hit. If an interrupt looks like it WOULD NOT have interrupted from the survivor's point of view, then the interrupt will be cancelled and the killer gets a damage state instead as compensation. Interrupts are things such as grabs and Deathslinger harpoons. The reasoning is that it would make the game feel unplayable for killers if their clearly hit hits didn't actually hit, and it would be super awkward for survivors to run away from a gen only to suddenly be teleported back to the gen for a grab. That's why a Deathslinger can harpoon someone, see the chain attach, the survivor then continues to run towards a window, vault the window and THEN get locked into the chain animation - from the survivor's point of view, they had already cleared the window before getting harpooned.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468978#Comment_3468978
How would u exploit it? If survs come to hook, progress stops. If survivor intentionally drops in 3gen, killer still has at least 3 hooks he can choose from - and all he needs is pick 1 outside of his 3gen. Or go at it in a different way and still intentionally hook at 3gen (now survs need to be away for progress to build quickly enough - not allowing to work on gens and looking as they regress, or swarm the hook and stopping whole progress).
Devs stated, that the mechanics should work for facecamp instead of proxy camp or swarming or endgame secure. I see literally no way how to abuse it at all - not to mention brain dead easy way to abuse.
Also your mft+adren combo speaks for yourself. You don't think about what you say. You play killer and want "braindead easy games" and that's it. Anything that can be said to get to that result just MUST be mentioned no matter how stupid it is...
And tge last tidbit about removing endurance - yes because it's fun to stay opposing to hook, waiting for unhook, smacki g the person while he's in animation lock and hooking such person again. Make camp+tunnel so braindead easy and consistent, that there's no way how to loose as killer (or force again for every single survivor to have to have borrowed time to have chance to play the game. But I would not be surprised for your next goal to be to remove "such unfair op and overused perk")...
Frankly, I consider that trully pathetic. But to each their own. Thankfully you can't change the game.
The devs said if survivors come near the hook, the progress for self unhook does NOT stop - it just slows.
-
They could be changing the post-match display. Perhaps we'll start seeing survivors standing around instead of just running in place.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467893#Comment_3467893
Want to know what their statistics say?
https://us.v-cdn.net/6030815/uploads/JEP8V1WGZL1O/image.png
For context, they balance around a 60% kill rate.
Their statistics put Nurse, Spirit, and Blight strictly in low A or high B tier. They put them in same category as:
- SADAKO
- Pinhead
- Oni
And even better, they show that Dredge, Plague, and WESKER are actually BETTER than they are.
They also show that:
- Myers is totally balanced
- Legion is totally balanced
- Hillbilly is totally balanced
- Huntress is terrible
Their statistics are not reliable because they only go by kill rates, they don't go by what actually matters, which is how the match goes. There could be a situation where a killer gets 0 hooks the entire game, but has NOED, and is able to down 2 survivors and kill them because of NOED, then the other 2 escape. However, they got 2 kills, so i guess it is a totally balanced and fair match right? All of the perks and killer and map and MMR and all the other factors weighed in are totally balanced according to that match.
Additionally, you can have a match where someone plays skull merchant and uses no perks and just memes around, but everyone kills themself on hook because they don't like skull merchant, so she gets 4 kills and no gens get done. So i guess skull merchant is super OP now? And no perks are actually better than perks?
Their stats probably count people who give up on hook as a kill, as well...and in turn snowballs into free kills due to being a man down. The reality is, there will be less genuine kills than what their statistics show.
-
I'm a big fan of surveillance. It's hard to make room for it, though. Being able to know the moment someone hops on a gen is very powerful, especially if you have multiple gen regression perks like jolt\PR\Eruption.
-
Unfair? Yes. Enforceable to stop? No. The devs are essentially forced to balance around SWFs in voice comms because it's going to happen regardless of what they try. Frankly, the best thing they could probably do is add voice comms....but then again...I'd imagine due to how toxic the community can be that it would be a lot of hate speech being thrown to people in solo queue.
-
@weirdkid5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468267#Comment_3468267
Oh that's interesting. Not really sure how I feel about it. While I do think getting camped is pretty trash, sometimes you have to secure a kill and if Survivors are clouding the hook, I don't really think the hooked survivor should be given a self-unhook just because the Killer is defending the hook from others.
We already have a perk that guarantees a self-unhook if the survivor already has unhooked someone else. I think that's enough imo.
If they're camping, sure let it happen. But if they're actively in a chase near the hook, I don't think it should progress at all. It would incentivize the other survivor to either pull the Killer away from the hook or make a risky play for the hook trade.
Aye, that's my point. It will slow - not stop - if a survivor is near. That means a survivor being chased can just loop the killer near the hook and the person on hook gets free (albeit slower) progress to unhook themselves.
@weirdkid5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468267#Comment_3468267
Oh that's interesting. Not really sure how I feel about it. While I do think getting camped is pretty trash, sometimes you have to secure a kill and if Survivors are clouding the hook, I don't really think the hooked survivor should be given a self-unhook just because the Killer is defending the hook from others.
We already have a perk that guarantees a self-unhook if the survivor already has unhooked someone else. I think that's enough imo.
If they're camping, sure let it happen. But if they're actively in a chase near the hook, I don't think it should progress at all. It would incentivize the other survivor to either pull the Killer away from the hook or make a risky play for the hook trade.
That's what I'm saying. If a survivor is near the hook, the hooked survivor should not get ANY free self-unhook progress.
-
Name yourself "NeedingNearHits". Come killers respect the rougher challenges.
-
@killeriseasy said:
The amount of times I get a 4k as a killer vs escaping is 10:1
That'll happen when you're in a very low MMR. The game is killer sided low MMR. It's somewhat balanced mid MMR. It's survivor sided at high MMR.
Also, survivors have a lot of perks that fixes mistakes. Got hit? Now you have a permanent speed boost until healed. Made a mistake and about to get hit? Can make yourself immune to the hit. Made a mistake and looped incorrectly? Can fly away once you go through a window. Made a mistake and the killer caught you off guard? Can take off at 200 mph. Out of position and in a spot where you'll be slowed once you fall? Now you can run off without the slow. Made a mistake and didn't vacate the area after you were unhooked? You have 80 seconds of immunity. Bad at avoiding mistakes and instead always missing skill checks? Can use your addon to ignore all skill checks. List goes on and on.
-
BHVR is becoming extremely out of touch on game balance it feels, and they are disregarding the mass amounts of feedback on this. In no way should this have been untouched from the PTB. Everyone knew it was broken, but it went to live untouched. Had to definitely put in that survey that BHVR at this point is not listening to feedback.
-
@weirdkid5 said:
They tried this whole stopping the timer thing before. Survivors just used it to troll each other by keeping the person on the hook indefinitely. Not a good idea.
@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467502#Comment_3467502
In the very first ptb it was tested put in
@Dream_Whisper said:
I used to think like that was a good idea, until it was tested before in the first ever PTB according to some veteran player back in beta 7 years ago. It simply won't work as intended and can be exploit by swf or any Survivor in communication to keep a hook survivor alive on the hook forever everytime a Survivor is near.
In a way, I think the new changes is perfect fine; as smart and aware survivors teammates will be aware that you are on the hook and will do their best to keep as much distance as possible. It not your fault if you have ill advised/bad teammates whom intentionally run to the Hook with the killer in tow; if anything that is just bad luck for your situation.
@Gandor said:
That would be griefing hooked survivor. Because devs already stated that a, hook timer will substantially slow if other survivors are near hook as well as killer (risking posibility, that said survivor will be unable to unhook himself at all) b, open said freshly unhooked survivor for easy tunnel.
To sum up - it would be stupid and inefficient to swarm the hook or chase around it instead of chasing away from hook and working on gen. You as a killer will still want survivors to chase near hook.
As far as I'm aware, the anti-camp feature hasn't been in a PTB yet. I'm not talking about reassurance. I'm talking about the timer that builds when the killer is near the hook. Once it's full, the survivor can unhook themselves. They said if a survivor is near, that this timer will continue to build but slower. How I understood it, this doesn't keep a survivor on hook longer, the anti-camp mechanic simply builds a meter that, when full, the hooked person can unhook themselves. I'd imagine they would still be going through hook phases, so I don't see how a survivor could troll the person on hook by running to them....they would still die just as fast as normal if no one unhooked them.
Long story short, a survivor could just run to the hook and loop around it which would kick in the anti-facecamp feature that will allow that person on the hook to unhook themselves.
-
@Phyrqc said:
They just increased gen completion time from 80 to 90 secs
and gutted almost all regression perks.
-
M1 killers, especially out of date ones, are already having a really rough time staying viable. They are only getting kills on people who mistakes. That's a serious problem. Success should be your skill vs theirs as opposed to just coming down to them making a mistake. A 20-25% increase in speed to get to safety is crippling for m1 killers. They need help. They don't need things getting even worst for them. Such a major increase needs some sort of timed usage. At the VERY least, it shouldn't be allowed to also run exhaustion perks and DEFINITELY should not be stackable with other haste effects. We're at the point where survivors can literally run just as fast as some killers, now. What on earth is happening to DBD?
I'm also not a fan of survivor speed debuffs, either. Some things just need to stay consistent. Faster run speeds means easy unearned escapes. Slower runspeed means easy unearned killer hits. They just need to keep survivor speeds normalized unless it relates to something very temporary with exhaustion.
-
@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451726#Comment_3451726
Adding a cap could also work.
But in general, this perk and potentially Hope need to be looked at.
Do it D&D style where the highest value in play is the cap. For example, if you're using one perk gave +3% and another +5%, then you can't go past +5%.
-
@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439938#Comment_3439938
that is dedication...so why ghostface?
Scream fan, plus fun playing a character that can jumpscare people and also be silly with crouching and memes. ^_^ I'm a mostly friendly killer, as in I'll play fairly, but if people want to be silly, I'll play along with it.
-
I'm almost there on ole Ghostie. P92 atm.