Ryuhi
Ryuhi
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564635#Comment_3564635
But slugging for the 4K isn’t about the 4th survivor; it’s the 3rd survivor who suffers, so to speak. And if a killer is slugging for a 4K they aren’t ‘letting’ a survivor have hatch.
That wasn't my point. Saying the killer is being selfish but ignoring the 4th survivor hiding for 4 minutes is hypocritical. Both parties are being selfish in drawing things out, and neither side is entitled to anything over the other.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564587#Comment_3564587
So survivors job is to offer themself to be killed?
No more than its the killers job to let the 4th one get hatch. They're two sides of the same coin.
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Clocktower
Jennifer as survivor, Scissorman as killer
map: the Barrows estate
sadly it'll probably never happen
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There are a slew of accessibility issues on killer side as well, even chase music is designed to make it harder to hear survivors mid chase, scratch marks being nearly invisible on borgo, the blinding effect still being too bright for some people (thankfully its better than it used to be,) low FoV causing motion sickness, and so on.
Both sides have accessibility issues as intentional mechanics. Sucks, but there are a lot of things that affect a lot of people regardless of which role. Thankfully some of these have been addressed in ways that minimize their impact, and the devs do care about these types of issues even if it takes them a while to get a fix.
All that said, like others have mentioned, dredge nightfall making everything completely dark is intentional design, I suggest running aura perks to help with navigation if you are unable to recognize/memorize structures/loops vs him.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560123#Comment_3560123
It is a Anti-Camping mechanic which is not really useful against camping. So...yeah.
Anti face camping. It was never meant to end camping in general.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556670#Comment_3556670
So this has what DBD has regressed too? Having to run nothing but perks to counter all the BS scummy tactics killers and BHVR dream up?
And I am not calling you out personally, just to be clear. I am calling out all the "Just run this to counter this" arguments people keep postulating as fixes. There is only 4 perks slots and impossible to cover everything.
The difference is that kindred was specifically buffed to help solo q. It used to only work when you were the one on the hook, now it works for you personally when anyone is on the hook as well. It's a great perk for solo that people refuse to bring then complain about not having said info.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542792#Comment_3542792
Killers defend camping, tunneling, and slugging tooth and nail, in large part because that's how competitive DbD is played.
Competitive survivor DbD is gen rush, comp drop, and run to comp corner.
I'm all for making the game less competitive personally, but the general trend over the past year has been to utterly destroy any aspect of casual play. And for the record, that's for both sides.
But in order to make casual play the focus, they would have to address all of those play styles together.
Almost every person who posts on here wants 'the other side' to be addressed separately while leaving 'their side' with all the sweaty tools. That's never going to work, and it seems highly unlikely that the game will shift away from being hyper competitive by addressing everything.
Its possible to balance the game for both casual and comp at the same time, but that involves addressing things that can be abused while empowering things that put fun above efficiency. That applies to both sides, unfortunately their current philosophy seems to be balancing around averages, leaving some things exploitable for each side and saying things like "the game isn't P2W because nurse."
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542249#Comment_3542249
This is what they think pressing A or D does in DbD:
https://us.v-cdn.net/6030815/uploads/EB46985UVUGJ/dash-g.gif
LOL.
ironically even that still takes 19 frames, roughly another 0.3 seconds.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542237#Comment_3542237
Read the whole post.
You'd need 200 ping to lose 0.1s, hence turning the 0.6 to 0.5 to react, 0.5 seconds is more than enough to dodge.
And as i've said previously, theres no "acceleration" to take into account when you're already moving.
You're acting like pressing A or D is a qte you instantly pass or fail. I'm telling you that it takes time to move to dodge, which also depends on whether the killer offset their attack in anticipation. for the record i'm fine with it not being reactable, i'm just being honest about it. You are almost always making a read.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542204#Comment_3542204
for example If you have 50 ping, it takes the server 25ms to send you the "display xeno lifting his tail" packet. (50 ping is the entire roundtrip ; you send a packet and server sends a packet back confirming the reception, to receive the reactable information you only need the server to send you the packet, hence only half the "trip" is done).
even IF you want to factor latency, at 50 ping at most theres a 0.025s reduction in "reactable range", in total you'd still have 0.597.5 seconds to react.
The microseconds that latency reduces is a non-factor in normal gameplay, your ping would need to be at 200 to lose 0.100s of reaction time , but at that high ping its common sense that you shouldn't be playing to begin with + 0.4s is still enough time for a normal person to almost react 2x to the tail visually going up and pressing A OR D.
50 ping is very unrealistic for the majority of players. People are frequently 100+. you also still arent accounting for travel time with said sidestep. This is all coming from a fighting game player, we call them "hard to reactable" when they should be reactable on paper, but not in practice. Its a very common scenario to have mixups where things only work online and not offline due to the difference.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542208#Comment_3542208
That's the point, but the mechanic will deem the killer is camping, because everything that is radius based in this game is a big cylinder that goes through everything, not a sphere. So the mechanic will say "oh look, killer nearby, guess they are camping, let me fill the bar" meanwhile the survivor is actually being chased. So now you can have 2 survivors working on gens, while the one on hook just unhooks themselves thanks to the "camping" killer
IIRC having a survivor in the radius negates the unhook timer, not 100% on that though. If so, it should account for those situations.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542175#Comment_3542175
Explain how you think "latency" works.
"Acceleration" is only a factor if you're on a full standstill, which if you're in a chase.. you're not standing still...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542182#Comment_3542182
Your hitbox does move with your inputs, otherwise it would legitimately make no sense.
and before you mention vault hitboxes, Vaults are an entirely different subject when it comes to hitboxes because the game just "Teleports" your hitbox from one side to the other nothing to do with how they regularly work.
latency means what you are seeing is not the same timing as your opponent's side. That means that the charge time is actually less visually, since it is playing catchup on your screen. As for acceleration, yes, it takes time to move out of the way. You can only mitigate it by wiggling while running, which is a predictive movement which you then use to commit to a hard read, not a reaction.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542145#Comment_3542145
you "can't react in 0.6s" even though DH on reaction to M1 was and still is a thing, the average human takes 0.25 for visual and 0.17 for audio to react to an input.
If this is your way of telling us you're 2-3X slower than the average person,then its a very weird flex but ok.
you aren't factoring latency nor movement acceleration to dodge, both of which are non-zero values.
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@antag0nisticw0mble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541551#Comment_3541551
And 3 gen sally skull merchant isn't a problem? Holding games hostage for an hour slugging and refusing to hook?
She doesnt use exploits to noclip while doing so, so not quite the same thing.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541202#Comment_3541202
It is still not skillful when the bad player wins because they get a speedboost after they failed to catch the Survivor for 15 seconds. So people should not act as if dropped unsafe pallets are fair. They are, for 15 seconds, but after that, this is not the case anymore.
And what would speak against having no Bloodlust, but only Pallets which can be played by both sides? So that the better player wins? (And dont try to use the phrase "it is a 4v1", this is such a lame non-argument)
And the whole time that chase is happening, up to 3 other players are unskillfully doing gens. Survivors can also chain tiles together in a way that forces the killer to break a pallet, resetting BL and creating an even deeper progress deficit.
That all said, I agree that there should be more 50/50 pallets and less god/trash ones. Loops like the main houses in Haddonfield and Garden of garbage are why BL still needs to exist, though.
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co-op actions are less efficient, but theyre worth a lot more bp. if youre working on gains, run bond/empathy and try to double up on things when you can.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540470#Comment_3540470
Because this would further increase queuetimes. And if we consider that Killers who are more experienced at the game are more likely to dodge, this means that Survivors might wait a while before some Killer decides that they want a slight challenge.
They wouldnt be more likely to dodge if they only had equal matches, since backfilling wouldnt match them with lower MMR. The only reason to lobby shop would be if the survivors had something that indicated it would be a rough game, like 4 toolboxes. Even then, survivors can always last second switch like they do now anyway.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540419#Comment_3540419
I mean lobby-shopping is pretty much a necessity for many killers to actually be able to have fun in the game, but yes they should fix the backfilling breaking MMR.
Its wild how the sardonic comments about killers lobby shopping always come out in these conversations, but not enough people say anything about fixing mmr when backfilling. It would fix the issue just as well.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539756#Comment_3539756
I am talking about turning down stuff like chase music.
If you can do that, it completly messes with the balance of the game since its meant to be loud to weaken the sound of steps etc.
and there are people who can still discern those sounds even with the blaring music. Thats my point, you should never tie things like that to balance.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539744#Comment_3539744
sadly there is nothing you can do in a game like DBD without destroying balance if you add certein accesibility options
Hard disagree, since people who can hear well don't get burdened by it the same way. Thats why design conflicting with accessibility doesnt work: there will always be people who are relatively unaffected while the rest suffer for it.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539644#Comment_3539644
Only thing i would agree with is screaming.
Chase Music etc is meant to be loud balance wise.
And having accessibility tied to balance is generally a bad idea. Having hearing issues is half the reason I don't play killer, though i thoroughly enjoy the heartbeat sensor that works with lullabies when playing survivor.
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@ToxicSamurai7015 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539717#Comment_3539717
I know people are thinking that I am sticking up for cheating but I'm really not.im saying That killers being OP is the reason for cheating. If you don't agree,that's fine we have the right to disagree,without getting angry.and talk like adults instead of pointing fingers.please explain to me why I wrong.
If you don't understand how you're contradicting yourself, it might not be wise to chime in on the topic of cheating.
cheating is never a balance issue, nor is it a balance solution. it is just cheating, no more or less.
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@ToxicSamurai7015 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539706#Comment_3539706
I tried nothing but to be nice to you. But you insist on putting words in my mouth. Typical for killer main with no skill to want to try to shut down the truth.
Youre speaking doublespeak. You cant condemn something while making excuses for it simultaneously. Thats what people are calling out.
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Its hard-to-reactable at best, but once lag comes into the picture you cant really react and accelerate enough to properly dodge. The best you can do is wiggle A/D run and make a hard read on when he goes to attack to commit to a side. The point is to not let him get into that position to begin with, like preventing a chainsaw killer from backrevving.
the xeno is extremely strong once he gets within range and has his power ready, but its up to the survivor to keep him either out of his power or out of range to make that attack. Once close enough, it's the killer's hit to land/miss. I'm sure one any bugginess from the miss slow not applying properly gets fixed it'll feel less oppressive.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538740#Comment_3538740
We still have emblems, they still exist. They haven't gone anywhere.
The fact that they don't affect matchmaking is neither here nor there, you shouldn't be regarding an increase in MMR as a win anyway, because it's not, it's just another step towards being matched with cheaters and comp squads.
And even without emblems, you still have BP as a score mechanism as well. Most players still play for BP primarily, that's why everyone runs BP offerings.
The fact they no longer affect matchmaking makes the difference though, which is why they lost their appeal as a win condition. When it was based on pips, you needed to play more fair and less efficient on either side in order to pip, even though the ratings felt a bit too lenient at times (should have been a much wider berth between safety pips and 1/2)
the quality of matchmaking is a completely different story, but my point was again that people were able to make a secondary personal win/lose metric that was removed from kills and escapes.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538717#Comment_3538717
Where is the satisfaction in that system, for any of the players?
Killer makes the winning score, survivors have the lowest score and therefore lose, but survivors escape and the killer doesn't kill anyone? What's the point? What game is this?
When matchmaking was based on ranks, pips could effectively be considered a win metric: And since they required a wide range of interaction types from both sides, it was possible to lose and still pip. I personally always took any game where i pipped, regardless of survival or number of kills, as a win. It meant I played well and did more than just a single facet of my job.
...granted, emblem ratings on killers have always been a bit wonky, with some having garbage gains in certain emblems (likie plague) while others seemed to sneeze into iridescents (like legion.) After we switched over to hockey scoring the pip system became less of a win/lose metric since grades are basically just a monthly BP bonus now.
I guess my point is that its still possible to separate the win/lose mentality from the finality of the outcome, and we used to have a system that did just that in its own flawed way. Hell some people still think they win when they get hatch escapes, even though the game classes it a draw.
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538055#Comment_3538055
That is the whole point. Proxy camping hook shouldn’t be meta.
You must want people to slug more, because that defeats the point of any pressure having someone on a hook provides.
You could nearly do whole gens while 1 person gets chased before needing to even go for a save. Only works if chase times are abysmally short.
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537454#Comment_3537454
Increase hook stage to 90 sec and killers wouldn’t find this strat valid at all.
increase hook stages to 90 seconds and survivors will rightfully greed the hell out of gens and instead go for last second saves. All that would do is dissolve the pressure hooking a survivor creates. Youd be better suited having the timer freeze/slow if the killer is within a close proximity with no other survivors present.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537495#Comment_3537495
I am not demanding killer mains to play nice. I am asking for the developers to take away tactics that are clearly broken and were not intended.
being able to use a killers power within 16 meters of the hook is certainly intended, especially since some powers
(like twins and artist) are indeed unable to when too close to a hook.
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@[Deleted User] said:
DbD is not a counterpick game. Using X perk to counter Y perk is not good balance.
at the risk of whataboutism, isnt that the current solution to mft?
don't get me wrong, i agree, its just something that gets selectively thrown around by both sides a lot.
Edit: i also agree that it shouldnt work in lockers
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533996#Comment_3533996
People are quick to agree with or dismiss data if it does/doesn't allign with what they already think. If my data said she was a fair killer, they would all be patting me on the back saying you got the right result. The fact is, I demolish killers below S tier, almost always get 4 man escapes. But when I play against Xeno, she regularly gets a 3k-4k.
They bring up how to counter her, ignoring the fact that most Xenos run the addon that makes the turrets useless. She is overturned, anyone playing survivor can see that. The people in here saying "I finally managed to beat her". Yeah your MMR dropped like a hot rock and you finally got a baby killer.
It has nothing to do with the outcome of the data, your account is just a single person's account. Nobody is saying your experience is a lie, just that it doesn't have the objective impact you think it does. It is, by definition, subjective.
In fighting games there are things called "matchups" that determine what level (if any) of inherent advantage one character has over another, when factors like skill and adaptation are removed from the equation. That data is taken from a combination of tournament performances and inherent kit balancing, not any one (even the best players in the world) person's opinions. If Thawk vs Guile is considered a 3-7 matchup in Guile's favor, the Thawk players that win it uphill (the 3) are an outlier from the ones who succumb to the disadvantage (the 7.) They could be so good at the matchup that they rarely lose it, but that doesn't change the data used to create the matchup rating because their personal skill (or opponent's lack thereof) carries the match. The 3-7 rating is the estimated outcome based on the data collected, and kill/escape ratios work similarly when you start applying them to different brackets of players (at least as well as this game calculates wins/losses...)
This is why sample size is important. Like I've already said, it has nothing to do with using statistics as a gotcha moment, your conclusion is simply anecdotal.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533918#Comment_3533918
Using incomplete/missing data just to argue for or against anything is a logical fallacy.
Incomplete/missing how? Because it doesn't include the entire userbase for the entire game? That makes it curated.
Nobody said it was absolute either, just that, again, its more accurate than a single person's anecdotal record.
Edit: I don't understand the lengths people go to just to try to dismiss nightlight whenever it gets brought up. It's not meant to be gospel, just a way to glean an understanding of trends and average performance in mid-high MMR. It's not meant to be "told ya so" data.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533610#Comment_3533610
Its just a very small part of the picture. A lot of players don't even use the website. You're trying to present it as infallible evidence, which it's not.
By the way killer mains screaming "SKILL ISSUE" all the time is an intellectually devoid move. Its their way of appealing to all the edge lords who can't present a meaningful logical argument and instead troll on the forums.
It is more accurate than one person's anecdotal evidence, which is why it was presented. In lieu of official stats, its the most aggregated data we have on the killer.
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When a killer dodges a lobby, currently MMR breaks on the lobby in favor of filling the killer spot quickly. Mandy confirmed it in a thread some time ago.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533311#Comment_3533311
Congratz, a Killer who would have been more suitable dodged this Lobby and so you were backfilled into it.
We can only hope that BHVR can reduce Lobbydodging somehow.
why not fix backfilling to respect mmr instead?
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@Jangles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531329#Comment_3531329
Yeah I cant tell you how skilful I feel carrying a turret around
understanding where to place them and how to use them once placed is certainly skill expression.
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Keep trying my best, use the situation to practice running the killer, maybe work toward my current chalenge if its kinda throwing in a proper game. Sometimes killers actually respect the lack of giving up and let me go, most times they don't and at least i got some practice out of it.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531759#Comment_3531759
If anything, EMPs were the mistake. The fact that Alien came after the EMPs was bound to have survivors in the mindset that turrets should completely negate the killers power.
exactly. Only reason i called it a mistake was because they can't go back and undo the EMPs, so the connection was bound to happen. I'm optimistic most people will learn how to use them better, if they haven't already.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531749#Comment_3531749
I disagree. The turrets make playing against Xenomorph unique. When there's over 30 killers in the game, having those unique interactions help keep a breath of fresh air.
you misunderstand, I don't mean they should get rid of the turrets, I just think a lot of survivors "want a gun to fight back" too badly. The EMPs absolute shutdown potential set a bad precedent for how strong any weapon-type of countermeasure gets perceived at first glance, while the flameyboiz are meant more for area denial/anti-stealth/forcing decisions/etc. I actually like them as a mechanic, I just don't think the playerbase has the right expectations.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531737#Comment_3531737
Main issue i see is that some people barely use turrets. Maybe they think they are not worth it. Or don´t know how they work. But a turret at a chokepoint or somewhere you can lead the killer to, can make all the difference during the chase.
I think making the flammenwerfer mechanic might have been a mistake, even though i get why they did it. too many people just have the wrong expectations of them, both in terms of how to properly use them and what their intended purpose is. hopefully its just a slow adapting period for a lot of people.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531711#Comment_3531711
It's because he's a new Killer and we are trying to figure out how best to balance him.
What areas need shoring up and what areas need toning down.
You say that like the majority of discussion about them is actually impartial and unbiased, and not just reactionary yay/nayposting
I mean, I want you to be correct, but...
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@Hex_Maidenless said:
This perk does literally nothing if you know the maps, it's laughably overrated. Pick literally anything else except Up the Ante and you're improving your build.
If its that bad, clearly it doesnt need a nerf.
It'll be a shame if the perk description is indicative of a future nerf, its honestly just fine where its at for helping new and solo players alike.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527075#Comment_3527075
A lot more than you'd think considering MfT is about the same strength as basically any Exhaustion perk
Killers like Trickster or Doctor may have a bit of a harder time than the others, but they already struggle with perks like Sprint Burst, Lithe or Dead Hard
exhaustion perks can only extend a chase once. Part of the problem is that 3% can be the difference in missing multiple chances in one chase. Its part of why some people want a proper deactivation limitation other than being healed.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526489#Comment_3526489
In some situations it can be greedy but then you can use it to your advantage so that why I don't mind it. Usually endgame situations are most fun winning agains't all the odds is very satisfying.
Clear situation were it is greedy is bubba camping and survivors still trying the save they have succeed maybe once agains't me but I was beginner then. Now that has resulted many more kills for me I know how to deny trade on bubba.
Another greedy situation is if survivor is hooked on basement or furthest away possible from exit. But survivors not saving someone hooked next to exit is not in anyway greedy. I don't know if you play survivor but it does feel very bad left behind when you could been easily saved.
What I would say is greedy when there is 2 left in endgame collapse you get another down around exit and other sabotages the close hooks basically you should have quaranteed that kill. Or I don't know but it does not feel right being denied kill that way.
I almost exclusively play survivor. My point, again, is that even when its near guaranteed, going for the last minute 4-out save is just as greedy as slugging for the 4k.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526409#Comment_3526409
I don't mind survivors trying save more often that end up me getting even more kills who would not want that? Anyway can't be compared killer is not bleeding out 4 minutes on the ground but can actively particiate on the gameplay and still win.
Adept or challenge is justified reason to slug for 4K. It's only really small part of community who slug for 4K most just kills 3rd survivor as they don't want to waste time and know how boring it is. Still killer has great chance to 4K even without slugging. I never slug for 4K normally if I don't see last survivor unless the slugged one in my opinion deserves hatch.
I asked if you found it greedy, not how it can go. My point is that survivors can often have the win, but similarly decide to try to "win harder" and go back for the last one while the killer is forced to camp the hook. It's just a mindfulness observation about when people consider one "greedy" but the other not.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526144#Comment_3526144
Oh that annoying thing to do as well. Killer should see last slugged aura when he kills 3rd survivor so that should get fixed too. Slugging is fine when you know where the last survivor is and see them. But what I don't think is fine killer just greedily wanting 4K and keeping 3rd survivor slugged for 4 minutes while trying to find the last one desberately.
At the risk of whataboutism, do you think 3 survivors in endgame trying to get a last minute save is greedy as well? I always find it curious to see the word greed thrown around when the killer is trying to secure the 4th kill, especially when adepts/challenges require it (while hatch can rob them of achieving them.)
For the record, I only slug for the 4th for those two reasons, and I know there are plenty of people who do the same. The slug situation is just as boring for the killer too.
Edit: would be neat if all 4k requirements would change to "no survivors leave the exit gates" instead.
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@Grigerbest said:
Basically title ☝️
Let's just imagine, that scratchmarks were completely removed... Will killers be able to track survivors after losing LOS or even finding one if the game has no scratchmarks?
P.S - I know in TCM there are no scratchmarks...
TCM also has 3 killers, multiple of which have tracking abilities. along with an upgradable mapwide UAV grandpa.
Theyre not really comparable in that regard
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@mizark3 said:
While I'd say STBFL and MfT should be made aware to their 'victims', most other perks I think are fine to be something aspirational to learn. The only issue is when playing outside of a SWF, the Killers perks and add-ons should be visible on death. When I was brand new I legit thought a bunch of Killers were cheating to 'hide' their perks, because it was only when I would lose early that they couldn't be seen. Obviously if I died that quick and they didn't have visible perks, it was because it was a cheater, right? That makes it such a disservice to learning the game to hide the perks and add-ons when playing solo.
perks used to be visible to dead survivors., which led to SWFs calling out entire loadouts once one of them died. It made surprise perks like blood warden even weaker than they already are, so they made them hidden until the match ends.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516939#Comment_3516939
They can also absolutely destroy any ranged Killer, probably too well tbh.
Wallhacks are not to be underestimated.
You're not making a strong case for people who would rather play with humans who are less predictable by default.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516926#Comment_3516926
They'll have them.
I'd trade my solo q teammates for a bot unironically though lol
You've seen how exploitable bot AI is, right? joke about them being better than average survivors all you want, but they can be railroaded harder than any baby meg.