RubberBrain
RubberBrain
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@Elan said:
When it comes to gap between SWF and SoloQ you always have to question what SWF knows but SoloQ doesn't:
→ Where on the maps their teammates are (unless they have particular aura perks equipped - Bond, Empathy…)
→ What perks they saw killers have (apart from obvious ones like corrupt, grim, pain res…)
→ Where they been doing gens (main, shack…)
→ What perks they have (Shoulder the burden, We'll make it, Babysitter…)
And many more. So there is a way to close gap between SWF and SoloQ, but I don't think it's a good way.
They might though:
→ Show teammates perks in lobby
→ Kindred basekit
→ Each time gen is completed, you see all survivors aura for few seconds
I think these are all good.
another good one would be adding a chat wheel, not direct chat to avoid toxicity but something with premade messages like ‘I’m going for the unhook!’ Or ‘I’m at shack!’ Maybe even ‘I saw (this perk)!’ -
@Valimure said:
You made a more mobile version of Legion and gave it less of a cooldown on power.
2 seconds with virtually no slowdown allows Survivors to move approximately 8 meters. There is absolutely zero counterplay to this; even after vaulting a pallet, 2 seconds is not enough time to make it back around most loops to vault again.
Increase the cooldown to 2.5 seconds, as Legion has, and add a hindered penalty to Ghoul when its power is exhausted / canceled like literally every other mobile killer has.
absolutely not, it’s a vital intended part of how his power works. I think a really good change would be to make him 110% outside of enraged to force him to hit that enraged as well as making it a little more difficult to activate the enraged. Another good one would be removing the deep wound and replacing it with immediately the timer, a killer with that type of movement does NOT also need passive slowdown and again, it’ll force him to use his power more even when the survivor is injured
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Yeah, but that feels obviou,s they definitely should have done that by now
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I haven't heard that before, that would be amazing since they're by far the worst item; however, doing that with maps wouldn't feel right, it would be similar to old Shadowborn to force something like that onto an item or perk IMO
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Yeah, but the issue with that is it would also buff SWFS, maybe the best of the best, it wouldn't matter, but you're making it too easy for mediocre SWFS. Kindred is a time when usually a SWF has the valuable information Kindred would give, such as 'Yes, I'm going for the unhook' or 'The killer is nearby me' same with quick gambit just providing the general location is enough, like by main building or by shack or by edge map. I'm not super keen on a basekit bond, but it also wouldn't be game-breaking. That's something I'd like to see if (As mentioned by another commenter) they implemented a system that allows them to detect how many people a player queued up with.
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@nickarette said:
if they made bond basekit for solo Que players , implemented a system where it detects solo Que players and they get a mini bond that shows your teammates auras with in 16 meters ,but in saying that they all would need to be qued solo , if theirs a duo or 3 man or 4 man swf then they don’t get those benefits
I agree aswell they’ve gutted solo Que and made it unbearable to play 9/10, I wouldn’t be surprised if slot of survivor mains stop playing
Honestly if they made a system to detect how different players Queued together that would be huge
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@MechWarrior3 said:
So no killer….I am tired of all these post in general of people just wanting to gut a killer. All the nerfs I have seen=literally a killer without a power. Its old. I have expressed this a lot now.
Fix his hitbox, Problem solved.
You misunderstand me. I MAIN the Ghoul. I love Tokyo Ghoul and its movement. When I released this post, I wanted a way to down both to play with the power longer and as a way to have more skill expression beyond M1 Looping. I think his vault ability is quite boring and many people are overplaying its strength, especially on certain loops. Usually good hugging or going on the shorter side of the loop, and snatch and easy re-vault. Also, I never said anything about removing his dash. I said force it to be timed. The other nerfs wouldn't be too bad if he could down THATS why I suggested them. I did NOT say they should do those no matter what.
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@AngelOfHope2017 said:
I think your idea is great. However, if killers are restricted, they will not play ranked.
Nah me and many other killer players I know usually don’t go above purple addons. There’s gonna be some stinkers but that’s true everywhere with everyone on both sides
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@Nun_So_Vile said:
I never want to see hit scan ability like this again, unless we are going to also give Pig auto-target/auto-lock Ambush and other killers it too. It just doesn't work with an asymm horror imo. This is not a team-shooter/fps environment. I don't think DBD when playing this killer, I think either Marvel Rivals or some Shonen Jump based action/shooter game released by Bandai Namco. That's where i'd expect to see it, not in DBD.
Yeah this type of killer really shouldn’t be allowed. Only in how automated his hit feels. I wish you actually had to time it and m1 it yourself. I also wish along with that you couldn’t latch on directly at all. Forcing you to play with the environment more and approaching at different angles. If I had any say I would do that and add an Oni bar type of thing. Where after enough hits you could enter a different from with the ability to down people. That along with a lot of number nerfs like his cooldowns and maybe making him 110 and he’d be perfect
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@BlackRabies said:
I've only played several survivor games so far and watched Bronx for couple hours playing as Ghoul. I haven't bought the killer. He feels a bit too oppressive. Games I've played he just quickly dominates the matches out of about 10 matches only 2 survivors escaped. 1 via door and other hatch. Mostly getting the 4k with only 1 or 2 gens getting done. Other than just calling out for nerfs i got a few whys?
From watching the killer's PoV (Bronx) landing his power seems too forgiving and very hard to avoid for survivors. Why does he even have the reticle when aiming his power when no other killer has one?
Should he really be allowed to cancel his power mid dash for a very quick M1?
Can't down with power, but wouldn't he be fine if he was %110 considering he can close the gap so quickly on survivors? If they're not already at a loop or tile your just dead.
Why does he not have a fatigue after using his power? Probably the only killer in the game that doesn't have one and he has insane mobility.
I know it's still too early, but I'm thinking he's potentially S tier along side Blight and Nurse.
I wish he had more skill expression. Like I want to actually have to aim with the power. Also I wish they would add a way to down. Maybe something like Oni where after enough power hits you entered a second form that could down (In a perfect would they would make a Kakuja model) that along with a lot of number nerfs like more stun after a cancel.x miss, or a hit. Maybe longer recharge time or making him 110%. I just feel these type of almost automated powers are something that shouldn’t really exist in the game.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904078#Comment_3904078
same with survs running most powerful stuff against weakest killers in the game :D
But anyways, adding ranked in this game would be a huge step towards finally having a possibility to make right balance decision that can be accomplished through sampling of optimal vs. optimal gameplay, since there is no way to currently make balance decision due to how awful playerbase is
straight up and let them go a wall the normal game. Bring back things people want that people considered fun. Maybe the old ranked mode. Also I think it’s a gamble but if they do it right ranked could bring it so many new players
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People always say that acting as if people don’t do that already in all mmrs
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@Zakon05 said:
So what just happened to me basically sums up my only real problem with this killer.
Map was the Pale Rose. I successfully played the tile under the pier and dropped a pallet and blocked the killer off.
However, there were no tiles between the pier and the boat. But I just bought myself a lot of space to reach the boat and continue the chase.
I run to the boat as the Ghoul breaks the pallet. However, I can't reach the boat, because they use their power, intentionally miss me, and then end up next to me. Despite the fact they missed, their movement speed while recovering and time until they can M1 is such that there is literally nothing I can do.
Like, I hate survivors who just hold W, but that's just ridiculous. I don't even know if Blight could have downed me in that situation. Successfully mindgaming and blocking off a killer only earned me enough time for the killer to break the pallet, and then I was dead.
If the Ghoul couldn't just intentionally miss you with power and cancel it to M1 you, I would actually think they're a very fun killer to play against.
I wish it wasn’t automated with his hit. He was a 110 killer and they added some sort of function to down along with maybe nurse type cooldowns
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@IronKnight55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904012#Comment_3904012
It's miserable playing against the new killer, and who knows how long it will be until they make changes? I've also seen many angry people in the end game chat (more than usual). How they thought it was a good idea to release this killer in his current state is beyond me, to be honest.
Edit- I've also seen killer players questioning this killer in end-game chat. You know it's bad when killers are complaining as well, lol.
he’s just so boring I wish they would make it then you actually had to time the m2 yourself but add a way to down with the power + a few number changes like a longer cooldown or more stun when cancelling power or removing the vaulting with it. Stuff like that
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@cheapslurpiee said:
I've played a few games against my Dragon King today and I have to say it's been a little odd.
He's not necessarily OP because he can't down you with his power, but he IS a 'First Hit Demon'. You would be better off simply staying injured and pre-running, because otherwise you're just wasting time. If he looks at you, he's locking on to your cake and getting a piece, causing you to become starstruck by his aura and unable to move for a couple seconds even if he's 15+ feet away from you. He's got his own TV show, ya know...
After the initial hit, it's just a regular mending chase. Not sure if he gets a speed boost at all, but he seems pretty darn fast, probably hallucinating you're Touka or something. I cant help but scrunch my face because of the first hit, however. It's not counterable. He(or she) gets a taste behind pallets, when youre turning corners, across distance, etc. It's not like you can starve him like an Oni. If he does the attack and you're in the same map as him, you're gonna get put into deep wound it seems.
I wish they would change the power honestly. Not just a number change. I made a post on what I would them to change it to but I don’t feel like typing it all back out
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@WeaverReaver42 said:
It's common sense that it takes time to learn and get good at countering something new in a game. A different mechanic or unique character will require you to take time to adapt and learn before having a good understanding of their quality.
So why do I see so many posts ALREADY complaining about Kaneki being OP? At that point stop playing the games or at least don't post on the forums. Hopefully by the end of this week the posts will go away and more reasonable heads will prevail, but I don't have much hope. It's ridiculous how a person will write of a killer as "broken" before even a day has passed, especially after the community did the same with wraith before realizing his own power counters itself for you.
(If he's invisible, then he needs to uncloak, simply go to either a pallet or window when you know he is nearby. He makes sounds and distorts the area he's standing or moving in while invisible, at that point you might as well ask for an actual lullaby with how much they warn you.)
Speaking of weak killers, let's talk about legion. Their power can't actually put someone in dying state unless they literally REFUSE to do anything. They have to stop using their power just to down someone, and that's only after it stuns them for doing so. Is legion annoying? Sure. However if you think they are busted, it's a skill issue. Why am I bringing this up?
Look at kaneki: A mobility power, deep wounds, and can't down a survivor on it's own. It's the same power but flashier. I don't want to say they are strong or not yet, but the fact 90% of their mechanics behave as a glorified legion reskin adds on to my doubt all of you are speaking in good faith.
Give it a month at most, this killer will be MUCH less of a threat to anyone not in solo queue.
And honestly? good. The struggle in solo queue is just as much a you issue as those around you. Needing to directly communicate with people is a crutch until you go against actually scary good killers. Don't know where a teammate is? perk for that. Need to see who needs help? perk for that also! There's so many ways to see what needs to be done in a match and to do it better.
Don't just run meta or chase perks, do it based on what problems you face most often.
Survivor downed a lot or someone gets slugged? There are perks that let you give slugged survivors endurance AND heal them faster, which can stack with normal healing increases such as botany knowledge and med kits.
Killer hanging around hook? If it isn't a Myers and gates aren't powered, then that's just free time if the person on hook isn't awful at looping. They have anti-camp and you can do gens while the killer is dawdling around.
Too much of a certain killer? learn how to counter them specifically, whether it be from their power or just using perks that would be useful. The harder it is to stomp, the less people will play the killer, meaning the better you get as a community the less you will see of low effort noob stomp builds.
They gave you solutions to every problem you've faced in this game, and yet you are complaining about them because you refuse to do the bare minimum to not lose consistently in a game where you could just as easily have picked a role where you don't have to worry about teamwork at all.
it’s really just he’s too easy. The chases aren’t super fun playing as or against him
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@Retro_Gamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900052#Comment_3900052
Believe me, strong players with a lot of hours would be happy to wait for the opportunity to play against worthy opponents, this is not a problem at all.
that’s just straight untrue. Not everyone is playing purely to win. If I need to wait 30 minutes for a match I’m not playing
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He’s just too damn easy. On both sides. The hit feels unrewarding because I didn’t work for it. And there’s nothing I can do against the first hit because it’s essentially automated.
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@wakesafe said:
I usually wait to play Killer for a day or two so the queues are less extreme.
I’ve played against him a couple times and I can’t seem to figure anything out about him. How is he hitting me from the other side of a rock/debris? Why are they ready to attack again almost as soon as his jump ends sometimes?
Is there something I’m missing? why are people calling him bad?
it’s really bad against a team. Even a bad one. But if you’re playing solo queue I definitely think he’s a solo queue stomper
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IMO that’s probably the biggest issue with it for sure. I also think that a ranked could add many more players though. Often when you hear people talk about games they’re talking about ranked and bragging about their ranked stat. Personally I know I would play the game much more with a ranked
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@Retro_Gamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/440969/add-ranked
With each new update, the developers lower the entry threshold for new players.
They add an endless number of skills that break the killer's gameplay, and mechanics that punish the killer for actions originally embedded in his gameplay.
As a result, more and more survivors rely on skills such as: "Off The Record", "Decisive Strike", "Babysitter", "Reassurance", "Made for this", "Unbreakable", "Deliverance", "Background Player" and "We're gonna live forever".
With all this in hand, survivors continue to complain about camping, tunneling and slugging.
But this is the only thing left for the killer given the current meta. Moreover, this does not guarantee him victory.
The game of the killer against the survivors turns into a game against their perks and built-in mechanics.
Take away all the survivors' meta and see what they are really capable of without it.
Strong survivors with voice communication, having the skills and capabilities that the game currently has, abuse all of this, gaining an unfair advantage that makes most killers feel helpless. They also mock killers by crouching, nodding their heads, or endlessly blinding them with flashlights, land mines, firecrackers, or flash grenades.
The game needs a ranked mode with a well-developed resource balance. Players should be motivated to learn to play better and not rely solely on their perks. A huge number of strong killers have already left DBD because they have nothing to strive for and they play not against people, but against their perks.
How many more built-in mechanics do we need to add to survivors so that there are no killer players left in the game?
Yeah the game was at its lowest player count in a while just a little bit ago. I don’t hate survivors I play both sides equally I just feel like I want something to strive for or an environment where I won’t feel terrible using four slowdown
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straight up I think a basekit corrupt would do wonders for this game
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514515#Comment_3514515
I think you missed the point of my post. And soloQ is not at the blame but current state of the game.
Solo Queue is 100% to blame, a bigger issue with the current meta is just tunneling
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What do you mean no one disliked them?? There were plenty of complaints, the thing that sucks is instead of finding a good middle ground the completely reverted fast vaults to a point that theres no reason to hit a fast vault over a medium vault, honestly though if they reverted if and made fast vaults harder to hit that would be fine, giving you more to learn with a fairly strong effect
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532059#Comment_3532059
I mean surprising the other survivors, like when Jane fixes a generator in a shack while you're chasing Jake, so Jane is supposed to hear the farther terror radius or not.
So you could leave Jake and go to Jane and she thinks you are still chasing Jake
So I guess that's the goal of this perk
Yea I suppose so but if that is the goal it still remains to be a very weak perk
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@Boons123 said:
I think its purpose is to surprise the survivors emerging from his chase
What if the range was increased from 4 meters to 6 metres?
Or increase the chase duration for an additional 4 seconds
Well it’s useless because most loops aren’t long enough to get enough use out of it, also I’m pretty sure the red stain doesn’t get removed, on top of that with it just being over shadowed by other perks, the only thing it would need is an indicator so you can play around it, like when a survivor gets hooked they see a Furgitive chase icon in the corner when you get hooked
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529845#Comment_3529845
Agreed, and I am completely with you that I want Trapper buffed. He's a really cool character, and him being as weak as he is, just ain't right... even if BHVR want him to be the "simple starter" Killer character, he should remain somewhat viable at the high tiers.
Sadly the reality is, with how the game has changed over the years, Trapper's power is never gonna be top tier because fundamentally it requires players to step on the trap to do anything... and the game just isn't built this way, pushing survivors off gens and downing them fast in chase is what rules the roost here.
The only way to bring Trapper's power in line with everything else is to overload his kit to an absurd degree, which then always comes with the caveat that we have to consider Basement Trapper... and Basement, is where Trapper becomes really nasty, and kinda busted. If you have an ally trapped in basement, and Trapper has it locked down... you are very unlikely to get that guy out.
@thisislastyearsmodels post would make Trapper viable in normal play... but it would also make him pretty damned oppressive at basement camping and at low MMR, as the wounds and downs from Bloody Coil and Honing Stone at base is a big deal, and should require add-on commitment to attain.
So... if we accept that he's never gonna be top tier, what I'd like him to have is general quality of life improvements that at least keep him more fun to play and somewhat consistent. My changes personally would be: -
- Green Trapper Bag basekit. (1 extra trap off spawn and 1 additional carry capacity).
- Lengthened Jaws basekit (Deep Wound when escaping from traps).
- Allow Trapper to open a locker and grab a trap out of a locker on a 60 second cooldown. The furthest unset trap from him demanifests.
So the extra trap and trap space gives you some wiggle room for what add-ons you want to take, because I think pretty much everyone takes one of the add-ons that makes collecting and/or disarming of traps not a factor (the Iri's, the Trapper Bag/Trapper Sack). I keep toying with the idea of starting with 2 traps and having capacity for 3, so we can still have the Trapper bag as a viable add-on. Coupled with the locker addition, this would probably be fine?
The Deep Wound means you have an additional slow down on people caught on traps when you are too far away to capitalise. It also takes longer to heal so if you do want to pursue, you have more time of blood trails and whimpering to catch them.
The trap out of locker is a relatively easy to implement change that should work on any map (as opposed to managing all map spawns for current and future maps).
At High MMR we can expect Bloody Coil is then something you take often, lock down key paths, and punish anyone who tries to prevent it. With your accelerated early game set up time and improved trap acquisition through the whole game, you actually have the capacity to get traps down fast and actually start patrolling gens. This all ofc is still a problem for basement Trapper... but that will always be a thing no matter what we do.
Yea that sounds good too, there’s too many things they could do with trapper but sadly none of them will probably happen, however I will say that I may be something similar to Object so potentially we can still convince them, on top of that trapper requires a different playstyle then most killers so isn’t really good for learning the game, better killers for that are ppl like wraith, legion l, and Ghostface
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@UndeddJester said:
I'd vote for the green trap bag personally. Purple add on is a very specific playstyle, whereas green is just a nicer version of current Trapper
Otzdarva was always against giving all traps to Trapper at Basekit, and then he demonstrated why in a video (but I can't find it quickly).
On a number of maps, there are a number of locations it allows you to easily box a survivor in with no means of escape. Otz used Lery's as an example, where you can completely trap the route to the exit gates. He had a survivor trapped on the other side at the time, then went around the one remaining opening and the survivor had 0 counterplay. Obviously you are suggesting keeping the weakness... but the point is it allows a Trapper to do this mind of thing in lot of locations... especially basement.
I actually really like to play with the green bag myself. Just having that 3rd trap slot and extra trap at the start feels so much nicer, and allows you to actually patrol instead of assing around walking back and forth between traps.
3 traps means you can swing towards traps in the world as you start heading towards survivors and trap up decent windows and pallets as you go out of the gate without having to worry so much about whether survivors will come this way and the respective time worth.
You can throw down 2 in decent spots and pick up 1, you still have 2 traps to use elsewhere, and with the extra inventory space, you can usually keep swinging by and grabbing another trap on route to patrolling gens and between chases. The fact you have 3 slots means you rarely have to worry about having enough carry space to pick up the crap traps.
Ofc I also like the suggestion to grab your furthest sprung trap out of a locker. That would be nice.
That is fair, however I also see that more of a map issue with too many maps forcing trapper to use his power to close off areas due to the lack of grass and areas to hide his traps, but it’s a similar thing to something like Nurse in midwich it’s a shame it’s like that but it would change too much for too many other characters, I suppose I could see better trap spawns but even then I wouldn’t see him being too too much better.
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@thisislastyearsmodel said:
Trapper needs a lot of love right now. There is a laundry list of things I would do.
1.) Centralize trap spawns. Especially on maps like Borgo, you will lose 3 gens in the time it takes you to walk the 15 miles to the other side of the map to pick up your power from the ground.
2.) Trapper gloves should be base kit, and the speed should also affect how quickly you can pick up a bear trap from the ground.
3.) Bloody coil should be base kit. Traps are not very dangerous right now, especially since the grass changes have made it so almost every trap is visible.
4.) Honing stone should be base kit IF an injured survivor steps on a trap. Hell, even if this seems too strong, at least give them deep wound. If you're injured and step on a trap while the Trapper is on the other side of the map, what penalty is there other than losing five seconds to free yourself?
5.) Make good maps again. Trapper suffers from how open, grassless, and gigantic certain maps are. Once again using Borgo as an example, it's not feasible to check the gens on an entire half of the map unless you want to risk leaving your traps and, let's be honest, losing the gens you want to protect in the time it takes you to walk to the other side of the map.
In exchange for these changes, add a radius around hooks and around other bear traps where you cannot place a trap. This would let Trapper be more than a killer who proxi-camps or just sets up 5 traps around the basement.
Honestly love all these, I think Honing stone basekit would be a little much but getting them into deep wound would be incredible, however the two big changes for me would be Trapper sack basekit and better maps, no killer should be map dependent and it’s a similar thing to dredge except he has a much stronger kit then trapper when the map is in his favor. I think trapper sack should be completely basekit both the upsides and downsides, it gives you a fairly strong power and the ability to use it any time, however unlike hag you have to think a little more on where you place them, changing up his play style and giving him more to separate him from hag, other then that Trapper gloves would be great to make his limited number of traps a real threat allowing him to quickly reset them mid chase or have quicker set up, however I am very split on the bloody coils, I would love to see these other changes first and see what spot he is in after that instead.
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@Dark_Alex said:
How about... taking traps from lockers until the maximum number is taken?
That feels too similar to the ranged killers, I like trapper sack as basekit because it allows you to combo other strong addons while changing up his playstyle, giving him a fairly strong power he has access too at all times but a limited number of it and each use of it being partially permanent
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@Nos37 said:
I don't like Sloppy Butcher. It's too much for just 1 perk slot. Imagine if Enduring and Brutal Strength only used up 1 perk slot.
Lightborn's currently bugged right now anyway. Killers can still be blinded (nothing obscures their screen, but their lunge is disabled)
Sloppy is fine. It’s only really good on already weak killers, what they really gotta do is buff perks that get killed by sloppy.
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@Runnit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518364#Comment_3518364
So you missed the update towards the end of last year where they nerfed all the survivor meta perks? How is that a buff, and if that wasnt bad enough they nerfed them again! Meanwhile, sloppy butcher, thanataphobia, corrupt intervention, dead man's switch, ALL SCOURGE HOOK PERKS, call of brine, no where to hide, jolt...and many many more. Killers can make builds where they literally don't need to kick a generator their perks do it for them. They literally just need to keep chasing survivors. Half of these perks at least need a timer. But I doubt dbd would do that to their sensitve entitled killers smh🙄
That’s what I said, killers constantly got buffs but they were buffs they needed, the Three gen meta was boring but they fixed that, all the strongest perks now require downs and input from the killers rather then just wondering around hitting gens but from the sounds of it that’s what you would rather have.
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@Runnit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517451#Comment_3517451
There are no survivor perks that come close to the devastation of tombstone. I get that it takes a little longer to build up than usual but that gives the killer time to build up their play with your food so when you do get it, you're moving at a crazy speed. Also, killers have had non stop buffs because you all moan over the slightest inconvenience. MFT isn't that strong, for the people and adrenaline are the only insta heals survivors have and they have huge drawbacks.
They have had non stop buffs in the recent maybe two years, for the longest time this game was so sided towards survivors and isn’t as much but I believe it still is, there are very stupid things on killers too such as Instadown addons and almost all of Myers kit at the moment (Rework him all of his purple addons and above are very problematic but he is very weak without them) however using the excuse that ‘Killers have gotten buff after buff’ is lame because no Duh and a majority of those buffs were warranted
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@Runnit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517451#Comment_3517451
There are no survivor perks that come close to the devastation of tombstone. I get that it takes a little longer to build up than usual but that gives the killer time to build up their play with your food so when you do get it, you're moving at a crazy speed. Also, killers have had non stop buffs because you all moan over the slightest inconvenience. MFT isn't that strong, for the people and adrenaline are the only insta heals survivors have and they have huge drawbacks.
Dude how long have you been playing this game? It’s been so sided towards the survivor since the beginning, although it is getting better there’s still much more reasons to complain as a killer then there is as a survivor.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517976#Comment_3517976
Can you imagine? You’re already faster than survivors, but with the perk you gain +5 haste and Bloodlust. Pair it with Coup… It’d be like your Bubba except faster. No survivors could avoid your hits.
The perks effects would be gone by the time bloodlust activates
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@Iron_Cutlass said:
I am normally not a fan of making rant posts since I think they often just fuel discourse for no reason. But I really cannot stand the current meta we are in.
ALSO: Im talking about post Patch 6.1.0 Dead Hard, not OG Dead Hard. I must clarify this to prevent further confusion in the comments. I hope this prevents further confusion assuming people actually read what I put instead of only reading the title.
WARNING: You are going to see the unhinged ramblings of a madman.
Before Dead Hard was nerfed to only apply after being unhooked, I thought it was honestly a balanced perk, it was fine and even though a lot of people used it, I was fine with it. The sun was shining, the birds were chirping, there was rainbow in the sky, everything was beautiful and fine when Dead Hard was meta.
Dead Hard let Survivors and Killers mindgame one another and make interesting plays. It created a huge back and forth that I really enjoyed. And I really wish people didnt complain about it to get these perks nerfed, I warned people that if it got nerfed, it would get replaced with something worse...
And here we are, with the Made For This meta.
Want something interesting? Nope, Survivors now just move faster, it actively tries to remove the interactions with Survivors by keeping them further away from you.
Oh yea, and how could you forget that it basically does nothing against Nurse or Blight, 3% Haste is meaningless to them, but average Killers just struggle against this perk.
Does not help that Hope is now being recognized as a good perk but people only use it to stack up to 10% Haste so 110% Killers can do nothing during Endgame.
"But most 110% Killers are ranged, just use your ranged power" meanwhile BHVR actively increases the amount of props and clutter on the map to make ranged Killers even harder to play, wow, it's almost as if I would use my ranged power but I literally cant half the time.
Worst of all.
This is just one portion of the perk. Just the 3% Haste. THERE IS AN ENDURANCE EFFECT ON TOP OF THIS.
Remember how I mentioned how this perk really harms weaker Killers. Well looks like Made For This has a one-two combo for them. You cannot really slug or pressure Survivors too much otherwise you give them the opporunity to use the Endurance effect to basically remove all of your work.
You cant slug for pressure, Endurance upon pick-up. You cant injure people evenly (which good luck trying as a basic M1 Killer anyways), Endurance on healing. You are just feeding the beast by trying to actually have meaningful pressure. ACK.
"Just dont play weaker Killers."
I can play Blight and Nurse anytime I want. But realistically, I am human, and no human should be subjected to that for an extended period of time.
I want variety. I want to play Curve Billy, maybe even some Hag or Huntress. Maybe go and play Legion or Singularity, or anything really. I really feel if people's solution to Made For This is "play a stronger character" then something is clearly wrong here.
I just really wish I could just somehow rewind time and play the game before this meta existed. I just really prefer the old meta and Im really tired of what we have now.
Deadhard completely changed how killers play, it wasn’t a back and forth it was just sitting there starting at them till they did it (sometimes tilting your head up to bait it I guess) it was a very stupid perk being able to used multiple times in chase and whenever you can, it also almost guaranteed escapes or just bought a crazy amount of time for the other survivors. The 3% really isn’t a big deal however they really must rework that and possibly give it to another perk (Were gonna live forever now that buckle up is stupid)
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@RubberBrain said:
Overall No addon should have that much power over the game where it feels like an almost guaranteed win. Instadown addons remove the use of Killers basekit Instadown addons as you can use it on another killer but stronger, for example while Ghostface may have Instadown he doesn’t have any basekit chase so a good looper and outlook his Instadown however if you have clown with Instadown, the Instadown can be activated immediately as well as giving slowdown just by activating it. People underestimate how much power an Instadown has and how it much it can turn the tide of the game especially with it only being for an Addon
Kinda lame the only discussions that get noticed are ones when ppl jus wanna argue or complain ☠️
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@Frogsplosion said:
gladly, as soon as we also remove adrenaline, free instant pickups, endurance and basically anything that stops killers from being able to hook survivors.
So many survivor things need changing, toolboxes, many of the mediocre haste effects, and the obsession with endurance, which actually endurance has the same issues that the Instadown addons have, and extra hit is huge, especially because endurance also allows you to take an extra hit against Instadown even it if is in their basekit (Ghostface and Myers) it is terrible that it’s the default effect gone to with so many perks, it allows (just like the instadowns) shows lazy game design. It allows you stack as many times as you like a very overpowered and lazy effect with perks such as Off the Record, Soul Guard, Made for this, Buckle up, Dead Hard, Metal of man, Borrowed time, (That other pick off the ground endurance perk, I don’t remember the name ☠️) but there’s so many endurance perks that all stack together and as time goes on there just gonna add more endurance for doing different things whether it’s weak or not.
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@Exarion said:
So you can win every game with MFT cause nothing can bypass injured state, about right?
MFT ain’t that strong ☠️ The only problem with made for this is killers without chase powers or Instadown, and there’s only one Legion, and even then you can play around it
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@Orthane said:
Most of the time they have some huge drawback or requirement. Honestly most of them are fine, the only one I have issue with is Iri Hatchet Head because it's just boring to play against. There's a reason you honestly don't see them too often, because yeah maybe you will get 1 or even 3 insta downs a game with it, but other addons often provide consistent and constant benefits. I don't think they're an issue. And it's like Tombstone, but not as problematic, once people know you have it they're going to play differently and much more safe.
The difference with Tombstone and those insteadown addons is you activate the Instadowns by using your power normally, the only one not like that that I can think of is Twins and Artists IrI. Also it’s either they’re very strong and buy you the game or they’re way to weak and there is no reason to use them, not only that but it also shows boring game design instead of making strong addons that do anything else besides Instadown.
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@meinleben said:
it will be awesome to have the classic monster like dracula, frankenstein, mummy, wolfman added as the new killer in their own artstyle, because i'm assuming for copyright purpose,
the idea being chase down by the wolfman in all four running full speed, trying to dodge his hits as survivor, sounds very exciting and thrilling or being in the constant lookout for dracula as he can appeared from dark shadow
I would love a wolf man however instead of that, more or less a copy and paste of Demogorgons powers now that he is no longer available.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489297#Comment_3489297
As long as a DPI mouse is a thing there's no way a killer could do the exact same on console, the sensitivity just isnt there and it shows on killers like oni and blight because there's certain techs that aren't possible on controller, people still can get really close to achieving them but not as smooth or accurate as a mouse and keyboard
Yes although console can do a lot of the important techs although they are much more difficult on there, pc will always be better because of ease of use and accuracy
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@Yyys2ee3 said:
I am a fairly experienced dbd player having played frequently for 2 years now. I have amassed over 14.8k kills in dbd on Xbox and play most killers, I would like to ask how much of a difference you believe there is between console and PC dbd. I have never played on a PC and often see many players use console as an excuse for poor play or a reason for a bad performance. To me I don't see the supposed weaknesses of console on the majority of killers including Blight, Huntress, Nurse etc. I understand that something like flicking hatchets is more difficult but I personally think that is a poor style of play and is unreliable anyway. As for Blight I truly feel there is almost no difference other than increased difficulty, the same with Nurse. They are both capable of everything a PC player can do imo. However there is no denying console is way more difficult and therefore is harder (Consistency can be incredibly difficult and you typically won't see even the best console killers be as consistent as a good PC player). But it seems like people feel like it's genuinely impossible to play certain killers on console. The one killer that is tremendously nerfed on console is Oni imo as many of his flicks are tied directly to DPI unlike Blight which is more technical and based around pre-turning. But that's just it, that's my opinion. Please let me know your experiences and opinions on how you view the difference between console and PC for dbd killers :].
For survivor yes, for killer not really, a lot of killer things are easier on pc but still possible on console
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488964#Comment_3488964
The devs have the history of nerfing the things that are too popular. 50% heal speed self-care was arguably a bad perk, and the devs nerfed it because it was too popular . They even wanted to nerf Hillbilly's engraving add-ons because they were too popular, not because they were overpeforming. So by that logic, yes, Wesker needs a nerf just based on his excessive popularity. But he also has too much to his power, like I mentioned.
You shouldn’t encourage a bad thing when he’s already in a fine spot
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486689#Comment_3486689
Reveal Penalty in the hands of the Survivors - See I don't quite agree. In this hindered theoretical, if they reveal you they get hindered, and if they don't then you can stalk and mark/99 them. That seems like a win-win to me. Hindered is mutually exclusive to the Marked condition, so even with newer Survivors they at least get 2 hits still in bad cases. New Survivors would already be marked and 1-hit down, so a 2nd hit gives them a far greater chance.
Stealth response/other buff - I'd almost prefer the buff be on when you down a marked Survivor, rather than helping you down someone you marked. In my experience against bad Ghostfaces, if they pop the mark early, they tend to overcommit in chase. Any Survivor worth their salt can essentially burn through every pallet for a minute in order to stop a down. That being said though, I really like Oblivious when marked add-on just because even if my Shroud isn't up, they don't know if I'm about to jump them after I leave them. That permanent paranoia is so fun to inflict. Looking at his other add-ons, I don't find any value from 3s reveal on downed/hooked outside of camping, but that shouldn't be incentivized. I'd much rather a new add-on or two in their place.
Debuff to Reveal - Although it does sounds fun if what your saying is true then it sounds like it wouldn’t even be all that beneficial towards new survivors (which is better then it only being beneficial towards new survivors but then it would also feel like a useless inclusion, and although it would be better to stalk in chase with there are still plenty of things survivors can do such as forcing hits to remove stalk, taking hits or still just out looping or making you get no value from that stalk. If you hit then then you just get no value from the stalk and you have to follow up with a second hit, if you do stalk it’ll either just go away when you down them or if you let them go well give you no pressure because you have let a survivor you maybe could have down. Also it would likely do nothing and just enforce one of the best strategies against Ghostface which is keeping your eyes on him in chase while your healthy to remove insta-down potential then loop normally, again doing nothing against experienced survivors and still probably bullying newer survivors they whole way through, especially if they are below average loopers
Other buff - I personally find getting stalks on other survivors to be fine, that’s mostly because stalks aren’t that hard to get only taking like three seconds when leaning and it’s even faster with an addon, however again I do really like the Idea of rewarding you for getting the down, I don’t think it would be as good because in my eyes what he’s lacking is a small bit more chase power and because of the other uses if the buff was centered around getting the stalk, also if the buff needed you to get the down there is also, yes the issue of what buff to even go with, Although I do think some aura reading on everyone after a down would do him good if you used it well because of how Ghostface benefits from that information, it could yes leading to camping HOWEVER they are creating that Anti Face-camping system which would probably make that a better inclusion if they were to ever consider something like that
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485167#Comment_3485167
Well the issue is you have to not look at him, which allows for him to sneak up and mindgame better in chase by taking a weird angle or route. The reveal is almost like the Billy Overheat mechanic in that it builds up and slowly peters out, so they have to let the reveal 'cool-down' and not look for extended durations, or have pixel-perfect camera placement (mid-chase to only look with the corner) that could force them to run into walls or mess up their movement. I already have plenty of fun and success with crouching along medium height loops they can't peek over due to the crouch. This would just let me approach from the wrong side in many loops to success because they don't have a clear camera angle on me at all times.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485139#Comment_3485139
2.5s Hindered - I think the current KI (or the Nic Cage PTB KI time) is 4s, so 4s of 15% is massive, if only usable once. It basically means you need to reveal at dropped pallets, but if they mindgame the kick, then the Survivor gets punished. Again, not sure if the Hindered for the full (4s?) KI timer would be too powerful in practice or what, but it would be neat to try in a PTB at least.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485201#Comment_3485201
Jolt - I get it, but I have negativity bias where Survivors who are marked tend to run away from the gens. Every time I try to use it I remember the matches with no value. Don't get me wrong, any indoor map its an easy S-tier, but I feel like I don't need any more help as a Stealth Killer on an indoor map. I need help on the big outdoor maps.
Stealth in general - I typically take the time to go super far out of my way to approach from odd angles. Against clueless Survivors you don't need to, but against middle to high skill Survivors it helps a lot. When you go against the god-gamers that know when you step on a twig I just bruteforce the stalk mid-'chase' and save them for when they are forced to act, like rescuing someone on hook. Alternatively I pop it to force them to sit on gens for the next 60s. The vast majority of matches have enough 'weak-links' in comparison that I can still beat most god-tier aware gamers.
(I this way of answering, thank you)
Reveal Penalty - I would love to see a good reveal penalty however more often then not it would probably be implemented in a way where it would bully newer survivors and more experienced survivors will have no issue at all. Also with this your power would be in the hands of the survivors and if they outplay it you have no difference. I like the idea of a boost when stalking because you are also in more control of when you activate it, I believe it could also add more to learn with Ghostface which is always welcome in my eyes.
Jolt Response - Yea that’s all fair, for me for some reason the range feels longer then it used to be and only time I don’t get any value is when they go edge map, but overall Pain Res is definitely much better and there are much more fun perks to have then a gen slowdown perks
Stealth - I do the same thing with his stealth and it’s always nice to sneak up and scare survivors however again I don’t think giving him a small buff such as making one of his addons basekit (preferably the speed one as I keep saying for me 🙏) would make him overpowered and there are too many uses for too many do them and I don’t feel like typing everything again or writing a bunch of the things I didn’t type.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484796#Comment_3484796
If a killer wants to tunnel they will do it and no change you suggest or is made will fix it.
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485337#Comment_3485337
Survivors cannot do anything to the killer that shifts the match in their favor as much as tunneling a survivor does. Tunneling is not "fine." You basically acknowledged it as toxic when you said "both sides do toxic things." That isn't the point of any of this. I don't want DBD to be a game of who can be more toxic, or for players to have to rely on toxic playstyles to make the game playable. Tunneling should in every way be discouraged. It shouldn't even be a thing where any killer feels they need to do to gain advantage or win. In my experience killers have tunneled when the match was already in their favor. This almost always happens from the start of the match when it does. I could go through my screenshot folder and find a hundred matches where there were 3-5 gens still left to do and half or more of the survivors eliminated due to tunneling. Those gens don't repair faster when a survivor gets eliminated but 2 survivors are expected to finish repairing 3-5 gens against a hard tunneling killer. The power and advantage difference between killers and survivors is too much.
- I wanted to say that yes I agree that tunneling at 5 gens is stupid however there are times when at three gens they are about to lose if everyone or maybe even 3 survivors are alive if other gens have much progress, but I’m not here to depend tunneling so
- You can’t give survivors an Anti-tunneling basekit because they would most likely abuse it which just leads to more toxicity, you can’t give survivors more speed when one dies because that cancels out the kill, putting the survivors in a position where no matter what happens most of the team is safe. This issue has way to many other issues that it may bring up with almost any change. Tunneling should be 100% discouraged and I do want to say I retract my comment saying there is nothing wrong with tunneling because there definitely is and I also thought this when I posted this comment, but the constant negativity both sides bring to the other is terrible. I promise a lot of people tunnel because either they are losing too much (which saying something like it’s a skill issue because if they are losing that much it’s an matchmaking problem) or because of the toxicity from the other side. People need to take control of themselves rather then starting constant meaningless fights which in term only make the game worse and worse.
- I more made that comment because of the amount of hate both sides through at each other when both sides have things that are stupid and need to be changed, in the grand scheme of things my comment probably won’t mean anything, the developers aren’t going to look at it and decide not to give anti-tunneling basekit because of my comment.
- Lastly I wanted to say although dealing with tunneling is very difficult something I think would help is removing the penalty from DC’s, people already die on hook or still DC with the penalty are there are many reasons to DC (and although this change could also be bad in a lot do ways such as survivors not letting killers play a game for a match with them because of them winning or a small thing they did, or if the penalty is also removed from killer then one killer DC’ing and with no bot making the game end and just doing that over and over again) if it is used well people can use it to punish people who deserve the tunneling such as hard tunneling (even if they downed someone else) or tunneling when they have the advantage.
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@KateMain86 said:
Tunneling continues to be a problem in DBD despite all that has been done to mitigate it. Killers still do it which shows what has been done isn't enough. All they do now is wait out the unhook protections. They are so good at it now its as if they have it perfectly timed in their mind. I have always been of the opinion that tunneling is one of the most detrimental things in this game to the survivor experience. It needs to be addressed in a severe manner. So much so that killers would not even consider doing it.
I suggest having the unhook protections persist within the terror radius. The current system is easily countered and took no time for it to happen. If a killer decides to tunnel an unhooked survivor, they will deal with the unhook protections whether they want to or not. This is a very small change to a very big problem and needs much more than this to ultimately remove it from the game. When a survivor feels like they have little to no chance to even play the game for being hard focused by the killer, the desire to continue playing the game will go away. Tunneling cannot continue to be the norm of the survivor experience. The game needs fundamental change before ultimately the worst parts of it become a thing of the past. Until that time comes, changes can be made to open the path forward to that new experience.
Tunneling is fine, both sides do toxic things that neither side like, tunneling is the most effective way to get killers and if killers continue to tunnel even after other survivors take enough hits for a down you think they’re gonna stop from endurance? And not only that but it’s not like every killer tunnels if you give survivors incredible anti tunneling kits survivors will abuse that even on killers that don’t tunnel
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@nodforkiss said:
I dont understand why perks like sprint burst, lithe, balanced landing and other exhaustion perks exist. they have NO downsides, it takes ZERO skill to use it and wastes the killers precious time. what im suppose to do when playing m1 killers? I sneak to a gen, I uncrouch, survivor starts holding W and makes it to safe pallet. meanwhile all I can do is watch him get away. I dont understand why nobody mentions how busted and broken exhaustion is. I know this game is super survivor sided unless im playing nurse or blight, but man I had enough of these exhaustion already. they need to be REMOVED from this game.
Sprint burst requires a lot of skill so either people don’t use it or they don’t use it well (and if they use it well good for them) lithe has its restrictions and isn’t just an immediate escape especially in a deadzone. Speaking of deadzones usually you can outplay them before they escape but they still need a way to escape if they play well. The only two perks that were or are really bad are Deadhard because it affected every killer just on how they hit survivors whether or not they hit survivors and made for this both effects from made for this are crazy and it needs either a nerf to both of them or to remove one of the effects (if they remove an effect they can add that effect to another perk, also at the very least they should change the endurance to only injured not downed because of buckle up)
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@TurboTOne said:
i mean. How does the Speed do anything really ?
Or is it the endurance ?
If someone could give me an example of how this Perk is supposed to be Problematic i would love to see it.
It also requires nothing to active it besides getting hit, and when you get hit you can use the speed boost to get to a pallet and juice it for longer using the perk, not only that but 10 seconds endurance is crazy, it gets them in a lose lose situation because either they get that healthy survivor back into the injured state (and they could also have made for this) or they take take the endurance and 10 seconds is a lot of time they can use to make it to a pallet or window, or if you use it to pick up a survivor if they hit you everyone is back up for nothing AND EVEN WORSE if you add buckle up everyone has endurance and it creates another lose lose situation. It isn’t just the speed that’s crazy it’s a very stupid perk and should be nerfed.