Avatar

Shroompy

Shroompy

About

Username
Shroompy
Joined
Visits
19,515
Last Active

Comments

  • @NewPlayer100102 said:

    I don't understand what these have to do with the topic.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553102#Comment_3553102

    I don't understand what these have to do with the topic.

    Two are ranged attacks, one of which can hit you twice across the map fractions of a second apart.

    That is not related to how the Xenomorph works. Maybe with Nemesis, we have a relationship.

    So.

    Yes from what I've seen and from quick feedback via quizzing the locals on the topic under similar setups you can dodge these, except huntress, because of her hatchet hitbox and this is all range dependent.

    Because other than Huntress, these killers all have fast wind up times and hit speed which makes them practically impossible to dodge. The reason why we think were able to is because each of these killers have obvious sound cues and animations, but realistically as a Survivor you didnt dodge it because youre good, you dodged it because they simply missed. Think of it like one of those ticket arcade machines where you have to time it just right to hit the jackpot, how ever no matter how good your timing is, the game is rigged.

    So why is Xeno complained about more than the others despite actually having the slowest hitspeed out of the 3 killers mentioned before (Nemesis at roughly 333ms, Huntress at roughly 190ms or 120ms with a fully charged hatchet without any add ons, and finally Slinger at also 120ms) at 400ms.

    Put yourself in this situation, all of these killers already have their powers wound up, and you are told to dodge it at what is basically point blank range. Its basically impossible right? Well so is Xenomorph, but as said before, he technically is the slowest so why is he complained about the most? Its simple, a lack of feedback for Survivors. To them, him simply being in Crawler Mode is the equivalent of a Huntress already with a hatchet up, Nemesis with his tentacle up, or Slinger adsing. Instead of being given the illusion that its possible to dodge like the others with obvious sound and visual cues, you are given basically nothing.

    A perfect example of a killer having their complaints completely die down after just giving Survivors feedback is Spirit. She was probably the most complained about killer for years, and eventually they changed her to not only tell when shes phasing, but also made it directional. Now was this change a nerf? Without a doubt yes, how ever it didn't change her spot on the tierlist because at the end of the day she still has more information on you than you do on her, while moving at a much faster speed. She didnt change in viability, but how frustrating she is to go against went down drastically. Without giving the same explanation, the same can be said with Slinger when they increased his ADS time from 250ms to 400ms.

    So what could we do with Xeno to make him less frustrating? Increase his wind up speed, but decrease his hit speed. That way he becomes much less frustrating to play against but retains his viability.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552819#Comment_3552819

    You can dodge the tail in the open.

    I went and we did this to confirm. It just works. The hit box seems larger toward the base of the attack, so if close to the source you might not be able to dodge at all, but at the range were talking about, a normally player will just use M1.

    I would not use the tail this way, because it is in M1 range, and that can be used instead.

    The tail works best over walls, vaults and so on...

    And you can defiantly dodge those by hitting duck.

    OFC latency is a thing. Its possible people might play against one they can not dodge due to it.

    Let me ask you this

    Assuming its the number 1 player of each of these killers, can you dodge Nemesis' Tentacle, Huntress' Hatchet, or Slingers Harpoon?

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552905#Comment_3552905

    How then it's never pc killers who get spinned... That precise aim is big advantage.

    Ive spun many PC killers as well, and its usually because they're inexperienced.

  • Even then I've seen thousands of console killers not get spun and do just fine for the most part. Now am I saying console players aren't at a disadvantage? No, they obviously don't have the precision M&K provides and some killers like Slinger or Trickster are a nightmare to play. But to simply get a normal M1? If you have an issue with that its purely a skill issue. Plain and simple

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552587#Comment_3552587

    Certainly it is same thing to use one finger for aiming instead whole hand... In all shooting games you never see controller players completing because they just can't. They have to be much more skilled to do same thing than on pc. K+M is superior.

    My friend plays on pc and never misses a hit but on controller it was painful to watch him try to get hit. He used to be console player. He said it so much harder how anyone can play like this.

    Its not the same no, but for a game like this you don't really need precise aiming. Getting spun is purely a skill issue

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552265#Comment_3552265

    Don't forget that Undying also used to show auras for survivors near Hex totems as well but now only does it for Dull totems.

    The original Gearhead was also nerfed from PTB to live (originally showed auras for all skill checks then got nerfed to only be good skill checks, then got multiple reworks)

    Im ngl I didnt even know it didnt show auras next to hexes anymore, thats crazy

    as for Gearhead thats something I completely forgot, how ever the only part I remember now is the activation time reduction from 45 seconds to 30 seconds. Doin a bit of research now how ever I can see the skill checks was also a thing.

    Thank you mentioning it, Ill be sure to add them

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552585#Comment_3552585

    The tail attack is near the range of the M1 lunge. I saw little need to test it when an M1 would do just as well.

    In short, if a tail can hit you in the open between obstacles, you were fractions of a second from an M1 hit. I suspect the tail is easier to dodge, in this situation because it has a sound que, and you don't have to look back to see the animation start to move out of the way.

    The range here is not the problem, its the animation and the sound cue only playing when you have 400ms at the latest to dodge it. First of all you cant move your character enough to dodge it, if they whiffed they simply missed. Second of all this isnt even accounting for latency, which we all know also plays a big part

  • I'm sorry but quite literally everything here is a skill issue. Yes I'm on PC, but even with a controller I have yet to be spun. Something to keep in mind as well is I don't use controllers ever, I only do so to challenge myself and even then 360's are no problem.

    As for PC Survivors vaulting faster, its probably just some one running Resilience

  • @NewPlayer100102 said:

    You have a lot. And I feel so much is valid, and if only someone its aimed at would address it with action.

    But, anyways...

    " And, of course, the Xenomorph that has a power that is hardly telegraphed to the Survivors and is insanely difficult to counter within a chase."

    I tested this a lot, headphones on, turned off. Just visual cues. You can dodge it.

    Its also a mess over short walls atm. I get that its new and survivors haven't discorded around the exact button combo to counter it widely, but its there, and although it varies based on distance and obstruction, they'll get it done.

    Dodging Xeno's tail is like dodging a Nurse out in the open. The only way its happening is if they make a mistake of attempting to make a read to get a hit when there's nothing stopping them from doing it on reaction.

  • Probably won't happen considering he's licensed.

    I'm sure they've wanted to make Blighted Myers for some time now, but at the end of the day its up to the license holders

  • A Nurse's Calling (Reduced range from 32m to 28m, patch 1.1.2)

    Awakened Awareness (Reduced 2 second linger to 0, from PTB to Live)

    Discordance (Reduced Range from infinite to 96m and no longer updates every 8/10/12 seconds, patch 4.3.0)

    Gearhead (Reduced activation time from 45 to 30 seconds, only activates on Good Skill Checks, from PTB to Live)

    Hangman's Trick (Reduced range from 16m to 6m, from PTB to Live)

    Hex: Thrill of the Hunt (First reduced the totem slowdown from 10% to 6% per token, also made Tokens tied to the amount of Totems remaining instead of unhooks while further than 24m away, patch 1.5.2. Removed loud noise notification, patch 5.3.0)

    Hex: Undying (Now only reveals Survivors with Dull Totems, aura reading no longer lingers but is active as long as a Survivor is within 4m of a Dull Totem, removed Hex Totems transferring to Dull Totems, patch 4.5.0)

    Shadowborn (Reduced FOV, patch 1.0.5. Removed clearer vision but removed being more sensitive to light, patch 1.8.3)

    Spies From The Shadows (Reduced Range from 48m to 36m and added 5 second cooldown, patch 2.6.0)

    Stridor (Changed audio to be multiplicative, meaning it no longer countered Iron Will, patch 5.1.0)

    Tinkerer (Can only trigger once per gen, patch 6.1.0)

    Think that's it when it comes to perks, there are some add ons as well that have been nerfed

    EDIT 1: Corrected Hex: Undying, added Gearhead (Thank you @BlightedDolphin)

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551533#Comment_3551533

    great, so now math is just wrong? And on second though 5-10 seconds might have been too high an estimate. Unless they are forced to weave through a main building, it will at most be 3 or 4 to just adjust the angle you are moving at to go around something. Something else I forgot to mention is that those tiles are always found lining the edge of the map, with the exception of main buildings. An m1 killer probably wont even need to go around those edge tiles, because they can just get close enough to listen for the gen repair sound and then leave. They dont always need to kite through and around things and in fact most often dont. Audio is enough to tell if someone is repairing or not, so why waste time searching it visually? At most, some oddly shaped maps will need you to go around some kinda big objects to check a gen, like groaning storehouse. That one gen way out to the side behind the 2 tall wall tiles will need the killer to move a little to either side to check it, while nurse can just keep going. and yes she will save time there, but its like 3s of an m1 killer moving slightly to the left or right. it is not a big deal. and about 3 seconds per patrol of that gen is seriously not a big deal to build up over time. For a 30s time save, you need to make 10 patrols. I dont patrol that often in my games at all, I just use info perks. I probably wont be to one gen more than 7 or 8 times. which on that gen would save me what, 25s in total? for the entire match? please. how is that anywhere near being a high mobility killer? compared to blight of course, who effectively shrinks the map down in half. blight would easily save that in one patrol. wesker would save more time.

    Sure there are edge cases like the one you mentioned but ultimate weapon will most likely just proc on someone who isnt in some corner where there's nowhere to go. But its not like survivors are just gonna constantly be in cornered scenarios. wesker will absolutely struggle to chase a survivor with sufficient distance, as it will take at least 3 uses of both charges to gain the 40m of distance if the survivor does not choose to stop at a nearby loop instantly. Playing for distance against wesker can sink at least 36 seconds to use his power that many times; all before a single loop is used. You cant deny that, its just a fact. Ant smart survivor knows when to run and when to hold the loop, and any survivor with a brain will milk that 40m distance for all its worth.

    if all static blast did was make people scream around him once a minute it'd be terrible as well. thats why it does BOTH. And since a perk cant have madness, if would be delegated specifically to the once per minute scream tied to a locker. Which would be useless. Maybe saying it was dishonest was a little much, but that doesntmake it less wrong. UW would inherently need to be a better version of static blast because it lacks half of what makes it good.

    its not that math is wrong, it just doesn't represent what actually goes on in a game because there's just WAY too many variables. Also even just 3-4 seconds saved every time still adds up VERY quick

    That Wesker case is, again, assuming its a straight line but also that every map is just a long corridor where the Wesker is doing nothing but mindlessly follow the exact path the Survivor is taking with no attempt at cutting them off.

    That's true, how ever that still brings up the fact that a perk being compared to an entire killer ability should not be a thing.

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551466#Comment_3551466

    So nurse has the best mobility in the game because she can move in a straight line at 4.1m/s, and other killers dont move in straight lines? Thats just not true. the only major obstacles a killer would ever need to walk around are tall wall loops/shack and in some cases, main building. For anything else it takes a split second to just pivot around it. I will agree that yes if your destination needs you to path around large obstructions, nurse is undoubtedly the strongest at it. however, her overall mobility in the straight-line path that in nearly every single case that every single killer takes does average to a little over 4.1m/s. those times where an m1 killer might need to spend 5-10 extra seconds working their way around shack really dont average them out to have worse mobility than nurse. fact is that on outdoor maps with very very few exceptions, you absolutely can just walk in a straight line to get where your going with minimal turns. Those few exceptions being mainly toba landing, badhman and possibly haddonfield. Toba because of the excessive clutter making her mobility stronger comparatively, badhman because she ignores floors, and haddonfield for the same reason. badham especially since she shaves so much time off patrolling main basement. In almost every single scenario nurse has the worst mobility. On GoJ for example, the map is stupid giant and she will absolutely struggle to patrol it. She might get some free hits off main building gen though, which highlights her strengths very well. but that is the only place where her mobility is oppressive outside chase. her mobility is only ever oppressive on multi floored maps, or maps centered around multi floored buildings (I.E. badham and haddonfield). And even then her chase can get completely ruined by the extreme LOS blockers inside said buildings.

    Also, stating that as a reason for her being one of the best users of UW ignores one of her core mechanics, her killzone. As I mentioned, nurse has a 19m area around her where she can use her blinks to land a hit. I know I said 24 before, but that was a miscalculation on my part. After reevaluating it and factoring in stuff like distance lost during charge time, Its roughly 18.7m rounded to 19. UW's detection radius is 32m which while very good for info, is not super good for nurses' chase. A smart survivor will run in the opposite direction of the nurse with 0 danger because they are long out of her Killzone. Any scenario where the survivor has a straight shot away from you will result in that UW proc being worthless for chase. If they can only run perpendicular to you however, it can be quite oppressive because your killzone extends fully to 32m since they arent running around from you, just sideways.

    (if you'd like to review that math for yourself, the general formula I used was like this: initial charge distance lost+(distance gained from first blink-distance loss on chain blink charge) + chain blink distance gained. with that math I found that nurse will gain 19m on a survivor using 2 fully charged blinks in tandem.)

    You misunderstood what I said about wesker. I agree the info is incredibly impactful even if you dont act on it via a chase. My point wasnt that UW isnt good on him because he doesnt have cracked mobility to cover the map and trigger it over and over. It was that he would need to use his power over and over to catch up to a survivor. Though it wouldnt take too long, the survivor will likely find a comfortable tile and loop there as you gain distance. Its easily a very powerful perk on him because of his TR, but for that same reason its not as good for his chase as it would be on someone else.

    I've seen people call it a pocket static blast so many times... yeah, it does the same thing at first glance. but saying its the same ignores the fact that static blast does more than give their location. Static blast also progresses their madness, one of doctors main strengths. static blast is only a fraction of doctors power, and just serves to enable his main madness mechanic. Static blast also doesnt take up a perk slot, as its part of a killer power. If UW just procced for yourr TR at the time of opening the locker, and didnt linger, then it would not be worth running on anyone but wesker. Static blast is only good because it can be procced anywhere and applies madness. A perk cant apply madness and it'd be dumb if UW could proc anywhere, so they made it linger and activate on locker searches. calling it a static blast is dishonest, as they serve different functions and are far different in how you access them. One is for enabling madness and is part of the killers power to initiate chases. The other is a perk that doesnt apply madness and activates on locker searches, and because its a perk it should be strong.

    You can use math all you want, itll never represent what actually goes on in a game. Also those 5-10 seconds saved adds up when it happens several times a game.

    Wesker having to use his power over and over is yet again assuming the game is just a straight line. If I hook some one in bottom mid and see some one scream at shack thanks to UW, they dont have many places to go.

    Calling UW pocket static blast isnt dishonest as the main strength of Static Blast is the information it provides. If all it did was apply madness to everyone in his TR with no info itd easily be one of the worst powers in the game. The fact that we can even think about comparing a perk to what is almost half of a killer power should be concerning.

  • The perk was deemed overpowered as a bug (which is still present and only getting fixed next patch) made it have no counterplay, which are lockers not preventing a Survivor from screaming.

    Now to address a few other things:

    Saying Nurse has the worst map mobility to the game by using math is just dumb, plain and simple. You're using a straight line as a reference but we all know the game doesn't play out that way. Nurse has probably the best map mobility in the game considering she completely ignores obstacles whereas every other killer would have to walk around them. Thanks to this, she's probably one of the best users of UW.

    Wesker does have a big scan and its true that it can be a double edged sword, how ever to say that its only because of his decent map mobility is also just wrong. Just because a killer doesn't have map mobility doesn't mean they don't gain anything from the perk. Knowing where all Survivors every 30 seconds can give you info on who's going for a save, which gen is being worked on, some one who just so happened to be right next to you, etc.

    Cooldown on the perk is definitely too short, to have a pocket Static Blast that's even better at half the cooldown is just dumb, plain and simple.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550871#Comment_3550871

    It's not working. I've tried Gel Dressings with brown Bandages and Green Gauze Rolls. I'm running out of charges on the 2nd Heal only about 70% healed. This was never an issue before last week.

    @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550937#Comment_3550937

    That's what I thought but then I started questioning myself. Anyway, using these med-kits, I'm not getting more than one and it's been driving me crazy. As far as you can see from my medkit, I should be good for two full heals?

    https://us.v-cdn.net/6030815/uploads/ZV0NXLU5K7WG/20230926-135029.jpg

    The only thing I can think of is a perk or add on on the killer side

    Overwhelming Presence: Decreases item efficiency while in the Terror Radius (al though this perk is rarely seen)

    Franklins Demise: When a killer smacks an item out of a Survivors hand, the item loses charges while its on the ground. Picking it back up will stop the loss of charges

    Hemorrhage: A status effect that regresses healing by 7% (further increased by Sloppy Butcher) when ever youre not healing. This is applied via several perks (Sloppy Butcher, Scourge Hook: Gift of Pain, Blood Echo just to name a few) and a good chunk of killers also have add ons that apply Hemorrhage as well.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550608#Comment_3550608

    So then if I'm running Franklin's Demise, a Tier III Hit will put them in the dying state and make them drop their item?

    Yes thats correct, it will also activate perks such as Save the Best for Last, Sloppy Butcher, Jolt, etc

  • The only way to get 2 Self Heals from a medkit is to run at least Gel Dressings and any other add on that increases medkit charges. Being Bandages, Self Adherant Wrap, or the Gauze Roll

    The reason why is because a Self Heal takes 24 charges instead of the normal 16 for an Altruistic Heal. That means to get 2 Self Heals from a single Medkit you need at least 48 charges.

    There are perks as well how ever that can help you get more value from a single medkit, such as Streetwise (Nea Teachable) or Built to Last (Felix Teachable)

  • I knew I was gonna forget at least 1 but 2? yeah I need sleep lol

    Added them, thank you

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550593#Comment_3550593

    Ok thank you. What would be a killer attack that would not inflict the perk upon the Survivor?

    The best way I can explain to know the difference between a basic and special attack is to look at the animation. Majority of killers have a different animation when they get a successful hit with their ability and a normal M1.

    To make it easier how ever, Ill just list all special attacks here:

    -Trappers Bear Traps

    -Hillbillys Chainsaw

    -Nurses Blink Attack

    -Huntress' Hatchets

    -Bubbas Chainsaw

    -Pigs Ambush

    -Legions Feral Frenzy Stab

    -Plagues Vomit (Both Vile and Corrupt)

    -Demogorgons Shred

    -Onis Demon Strike

    -Deathslingers Harpoon (Only if the chain snaps)

    -Pyramid Heads Rites of Judgement

    -Blights Lethal Rush

    -Twins Victor Pounce

    -Tricksters Knives

    -Nemesis' Tentacle Strike

    -Pinheads Chains

    -Artists Crows

    -Knights Guards

    -Weskers Grab and Slam

    -Xenomorphs Tail Attack

    All of the following (but not limited to) will not trigger perks such as Sloppy Butcher, Jolt, NOED, Save the Best for Last. All of which are only affected by Basic Attacks.

    If you have any other questions regarding the matter or anything else, feel free to ask :)

  • Killer as skill expression is a lot more apparent and as you mentioned, filled with interactions.

  • @Leatherbilly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550378#Comment_3550378

    Fam if they didn't have this perk combo, they'd still be off gens. The only difference is they didn't lose a hook state for it, and therefore won't die if it happens two more times. They could lose a dozen more chases, as long as that 4 minute timer doesn't hit 0.

    Normally 3 lost chases means you die. With this combo, that's no longer true, and as long as they don't bleed out they'll still be alive. Oh, and Adrenawin and Unbreakabill can both pick them up, which do not work on hooks. Just as an additional insurance policy.

    Doesn't matter if they didnt lose a hook state for it if they're actively making it easier for you to snowball for the majority of the game. As said before as well if they're just chilling at that spot you can just leave them be and eventually they'll stray far enough away for you to get a hit/down.

    As for Adrenaline and Unbreakable, they're both 1 time use. I wouldn't even count Adrenaline in this case since considering the scenario its VERY situational. Unbreakable does synergize very well with Boil Over and is without a doubt a good combo, how ever its no where near OP, nor an exploit

  • @Leatherbilly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550335#Comment_3550335

    It wastes more of your time by not getting literally any reward for a chase.

    Yes it does, whether a Survivor is on the ground or if they're on the hook that is still a Survivor off gens. Them being off gens and having another Survivor come rescue them means they're off gens as well, meaning you have an easier time to snowball

    This is even more true if the guy just sits in his spot and doesn't even attempt to do gens. At that point they're a detriment to their team more than they are to you

  • @Mooks said:

    uh, no??

    it can only be used to support my arguments that the game is {insert my side} sided. Any argument of {insert other side} sidedness can be easily explained by just total noobs playing like bots!

    giphy.gif


  • First of all, thats not an exploit.

    Second of all, slugging them is still countering it as they waste A LOT of time. Those who insist on getting value out of the perks turn the game into a 3v1, and those who get bored since youre not playing their game venture out and dont get value at all.

  • youre right, should be running Enduring instead

    silly me

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549390#Comment_3549390

    You are arguing about one part of my arguments completely ignoring all other aspects.

    Can't say anything good - appeal to sarcasm I guess.

    I mean your main argument is there's no reliable counterplay, when there quite literally is. How am I supposed to take you seriously when you're trying to tell me something that works 99.99% of the time is "unreliable".

  • Badham to me is the strongest map for Survivors for all the reasons mentioned above, doesnt help that theres 5 of them either as some are even worst than others

    Hopefully when Freddy gets his 2nd rework (in 5 years) we'll see some changes to the map as well

  • yes because I don't lobby shop

    not how I got good and it ain't how you're going to either

  • Whenever you find yourself doing it, take a step back from the game and come back whenever you have a fresh mind.

    If youre also aiming to get better, record your games if possible. If youre able to do that rewatch those games and try to spot one thing you could of done better. With that one thing in mind, go into your next game and try to avoid making that same mistake.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549368#Comment_3549368

    But that still did happen, did it?

    After all of that angling, you still got blinded.

    That's why I say it is unreliable. Even the best killers out there are getting blinded from time to time.

    Y'know what you're right, using an entire perk slot for something that happens once every 200 games is definitely worth it.

    Now if you excuse me I'm going to go run Unrelenting, just in case I whiff a basic attack as Nurse

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549308#Comment_3549308

    Half of it is that there's no reliable counterplay to being blinded. You can be a god gamer, but you will lose hooks to flashlights anyway. And if you are not a god gamer, it will happen way more often.

    The other half is that when survivors make you work hard for that one hook, and it gets taken away, it feels bad.

    No reliable counterplay to being blinded?? brother I can count on 1 hand the amount of times I have some one successfully pull off a FL save on me a month. Its just about knowing how to angle yourself properly when picking some one up.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549288#Comment_3549288

    It removes the unfun interactions with survivors:)

    Nothing is more enjoyable than not having to encounter a frustrating mechanic.

    If there was a perk that would prevent survivors from teabagging I'd run that too.

    What's so frustrating about it?

  • Just because one side receives more changes than the other in a patch, doesn't mean they require an equal attention patch

    Killers have also been eating good lately with several perks becoming viable in recent times, several buffs to specific killers, and nerfs to the Survivor meta (mainly DH and medkits)

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549106#Comment_3549106

    It's not a perk for people who want to play competitively, learning to play better and using perks with maximum efficiency. It's a perk for people who want to just have fun at the game.

    Thing is I don't play competitively. Hell you'll rarely find me even using gen regression.

    Also if fun is your main priority, Lightborn reduces the amount of interactions you have with Survivors. If fun truly is your main priority there are many other perks out there that are not only more enjoyable, but useful as well.

  • Lightborn is quite possibly the biggest trap perk for killers in the games history

    Learning to angle yourself when picking some one up is something you need to learn. Using Lightborn not only prevents you from learning it (since theres no need to), but it also uses up one of your valuable perk slots.

    I maybe get flashlight saved once every 10 games I see a flashlight, its really not a hard skill to learn.

  • I know this is going to be a hot take, but I honestly think Gideon is not a terrible map for killer in general. What I do think how ever is it can be frustrating because like every other indoor map, it doesn't synergize well at all with several killers.

  • I have fun like 99% of the time. When I stop having fun I do the unthinkable

    I stop playing

  • I just enjoy posts that are overly one sided, don't matter if its survivor or killer

  • @radiantHero23 said:

    It's not a strong perk. Blindness is a weak status effect. Info is not strong as well. It's only really good on the very strong killers.

    lmao

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547056#Comment_3547056

    Wait, did we know that? Did we know that Caitlyn 3Genner's first rework wasn't permanent? As far as I remember it took a bit until we got info that she was due for another rework. Doesn't make a difference to your point, I'm just curious.

    I just realised, I'll need a new nick name for SM once the changes go to live. Damn.

    I consider Trapper's and Knight's haste effects to be more of a quality of life improvement too. Sure, there are some situations where these can make a real difference but mostly I think they're only in place to make these killers feel less clunky and slow. Which is fine by me. Trapper needs more than a simply haste effect and more traps to be a good killer and Knight seems to be quite alright in terms of strength. Although I pray for the day when a brown addon is no longer necessary to make his power work.

    Still, I think this Trapper buff will actually make me play him a bit more often.

    Her 3 gen capabilities were no secret by the time she got that mini rework. I remember either a post on the forums or a reply on twitter stating that SM wasnt going to be left alone shortly after the mini rework came out

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547050#Comment_3547050

    Exactly, they get the call it a buff and say their work is done, while very little changes.

    Merchant literally just received a rework, what we got those few months ago we knew wasnt going to be permanent

    Knight also received a few buffs alongside the movement speed which would of been just fine on their own, the movement speed is just QoL really

    Trapper will still suck and we all know BHVR doesnt want to touch em too much because of new players. But it falls again into more QoL rather than a buff

  • Other than Clown the Haste really isnt an essential part of their kit, you could easily take it away and they would all remain at the same spot on the tierlist

    Its just there to not lose as much distance for using your power

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545174#Comment_3545174

    For the, nerf survivors at high level but not low level, its simple. Trickle down balance. There's a great video that explains the concept that i'll link you. The video is about Team Fortress 2. But the concept applies. Specifically, the concept about the B.A.S.E. Jumper item, which i think is very relevant to the discussion around DBD. The timestamp i linked is the relevant timestamp.

    https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s

    Now, take a look at this clip from Ayrun, who is a comp survivor player:

    https://www.youtube.com/watch?v=wvQXsdnVo9U&t=11m45s

    He mentions in the video: "this is one of the worst pallets in the game" but look how he plays it. Look how he angles the camera, so he can see under the cars, making it impossible for the killer to do a mindgame. Look how he is able to abuse the new chemical trap perk, forcing the killer to not want to break the pallet, but also use the fact that you can cancel a drop by vaulting a pallet.

    Or this one from hens:

    https://www.youtube.com/watch?v=9rfKqY4bMmI&t=365s

    Look how long it takes for that legion dealing with shack. This is before the pallet is dropped, and i'd argue that the legion played it pretty well most of the time. Remember, legion is an m1 killer. But shack is just so powerful in the hands of a skilled survivor.

    This doesn't even factor in situations where you can have shack window spawn into a jungle gym window which is just a pure infinite at that point.

    Now, what about low skill survivors, what are they doing with shack? They are doing this:

    https://www.youtube.com/watch?v=YLkZnrQNu8M

    So, for example. If you nerfed killer shack to not be as powerful, you won't be hurting those low skill survivors, because they are doing the above, not doing the kind of stuff that hens and ayrun can do. And in many other examples you have say, unmindgameable loops. Why do unmindgameable pallets even exist? If you took those away and made them all mindgameable 50/50s, it would be a massive buff to killers, while not hurting low level players. Because in low MMR, killers aren't doing mindgames anyway.

    So, nerfing these structures like jungle gym, shack (i think dead dog for example would be a good way to deal with shack) and/or making it so you can't spawn these ridiculous structures into each other (no more jungle gym, into cow tree, into shack). You won't be hurting low skill survivors by doing this. Doing so might even allow them to LOWER the amount of time it takes to complete gens.

    On the flip side, what are some things that you can do to buff survivors in low skill, or nerf killers in low skill games, without hurting high level games? Well, i bring forth, the greatest balance decision that DBD has ever made. The change to Hex: Ruin in patch 3.5.0. Old ruin was this:

    https://us.v-cdn.net/6030815/uploads/OILSH2P8KU4D/image.png

    Then they changed it, to this:

    https://us.v-cdn.net/6030815/uploads/18W3OIUNDGK9/image.png

    This change, was the single greatest balance decision that BHVR has ever made in this game. Because it was perfect. The old ruin, was TERRIBLE for low skill games. Low skill survivors can barely hit regular skill checks as it is, and suddenly, you are forcing them to hit GREAT skill checks, or LOSE gen progress? So much so that people would often resort to "gen tapping" in order to avoid getting skill checks. (i know, i was one of them).

    But, on the other side, in high skill games, this perk basically did nothing, but nullify the bonus from great skill checks. Because high skill survivors, are hitting great skill checks in their sleep. On top of that, high skill survivors, generally know where totems spawn. So old ruin typically lasted maybe 45-60 seconds before it was cleansed in high skill games. Meanwhile in low-skill games, survivors barely know what a totem even is.

    So, how did they fix it? By changing it to the above. And what did that do? This HEAVILY nerfed it in low skill games, by doing a few things. First of all, now it wasn't tied to skill checks anymore, but tied to "not working on the gen". It also changed it to something that no longer "just passively worked" but that the killer needed to pressure multiple survivors, and pressure them well, in order to deal with. Pressuring multiple survivors, isn't something that low skill killers are going to be able to do.

    However, in high level games, this was a MASSIVE buff. Because now, it actually hurt high skill players. And high skill killers could capitalize on it, by pressuring multiple survivors.

    And even better, just a few short months after that, we got hex: undying, which made it even stronger in high skill games by making it something that actually had to be dealt with early on.

    So in summary. There are definitely things that can be done,

    Thing is this trickle down balance as you mentioned is something that is already in affect and we've seen numerous times in the recent past, and this also applies to both sides.

    The example you gave for Ayrun was simply just a bad killer. As he mentioned that is one of the worst pallets in the game and there were several opportunities the Pig had to get a down. You could of made an argument that Chemical Trap was the reason why the PIg avoided breaking the pallet to zone him, but with the other decisions they made throughout the match I doubt thats the case

    The example with Hens also isn't that great since the guy was trying to mind game shack, and also commit to him WAY too long. You can even hear him say at 5:35 "Wait, are you actually committing to me?" Because not only did he have distance on him, but Legion is not a 1v1 killer. Their strength comes from the 1v4 by splitting pressure across all 4 Survivors. You can even see some one trying to blind him at killer shack when they were out in the open which would of been an easy hit, but he still commits to Hens.

    Staying in chase with a Survivor until they go down is a bad thing a good chunk of the time, ESPECIALLY in the early game. You are providing 1 Survivor with all the resources necessary to waste your time when those resources are meant to be split among all 4 Survivors.

    As you said, there are things that can be done and are being done, its just at a much slower pace than most people want.

  • cool story bro

  • Ive bought every single killer and had them all P3 before the progression update, and have them all P9 today. I dont regret buying any of them as they all gave me some fun in either their gameplay or perks, and also taught me a few things along the way.

    Thats what still keeps me goin after almost 7 years and over 6k hours of playing this game, Im still learning new things and Im sure there are still plenty if things to learn

  • A killer who has the best mobility and one of the best chase powers in the game tied to a max 10 second cooldown is just ridiculous. Guy doesn't just need add on nerfs, his basekit also needs addressing.

  • Him actually connecting hits hasn't changed

    Good Xeno players will barely be affected, he's just as good as before

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542882#Comment_3542882

    Maybe, idk. Console players can send me messages, as well as PC players in the end game. I just don’t see this aggressive toxicity they talk about. Tbags and hits on hook sure, but nothing that’s “abuse”.

    Console players can't use endgame chat, if you see some one with a crossplay symbol message you they're either from Epic Games or Windows Store

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542626#Comment_3542626

    Not gonna lie, this feels dramatic. I’ve been playing DBD from the start, and have never been ddos’d. I also don’t see death threats ever. This community is very mild and I’d even say mostly positive. Games like call of duty and R6S are games that you see toxicity every single match. DBD is nowhere near that.

    I play every single day. I play alch ring blight majority of my games, one of the more hated builds. I also stream and advertise my channel in game. Why would I not be experiencing any of these things that you do?

    Only thing I can possibly think of is console just being a more toxic community in general. Most people I see talking about major toxicity are usually on console.

1 … 45 46 47 48 49 … 147