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Slan
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@jesterkind said:
Lightborn exists in a sort of annoying position in this game, where it's simultaneously not all that good and also designed in a pretty unhealthy way. It's not generally good, in my opinion, for one perk to be the perfect counter to an entire class of tools your opponent can bring- that's why Distortion was nerfed, after all.
So, I was thinking about what I'd do to preserve it being useful and worth bringing while toning down that aspect of it, like what was done to Distortion, and I came up with this potential idea:
- When a survivor tries to blind you with any means, you are immune to the screen whiting effect of the blind
- Reveals the aura of the survivor who blinded you for 10 seconds
- If you would be stunned by the blind, you are still stunned, but the other two effects apply
In other words, the perk would be fantastic at baiting survivors into blinding you at pallets because they still get the blind from their perspective but your ability to track them not only isn't hampered by the screen whiting effect, it's improved by the aura. However, if survivors want to get a save when you're picking someone up, that's still possible, so you have to take extra measures to prevent it.
Even then, though, you'd get clear vision and an aura, so it's still better than being hit with a flashlight save without Lightborn equipped.
Personally, I think this would push Lightborn into a position where it's no longer a perfect hard counter, but instead opens up opportunities for the killer that wouldn't be present otherwise. It'd also allow certain survivor perks like Residual Manifest and Champion of Light to function, while still giving a slight edge against them. What do you guys think?
Nope. Lightborn is the only counter to the classig 4-man flashlight squad and many iterations of the classic bully squad. Its current state is perfect for that. If nobody has a flashlight it's a useless perk. And frankly, I don't want all my hooking possibilities thwarted by a lucky flashlight. So no, thanks but no.
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It would not work, excluding killers from everybody's queues would cause certain killers to be unfairly abandonned. We should be able to play normally.
If we are suggesting this, I may as well suggest making killers able to exclude 3 perks from their queues, since all survivors are the same. Or items as well.
if you don't like playing against certain killers that's okay, it's what comes with variety and the game has a wide roster of killers. Life is like this, there are things that you like and things that you don't. But you can't deny me the option to play a killer just because you don't feel like playing against that killer.
And we all know what 2 killers will be on everybody's list, so yeah…this is something that should never come to be.
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@WholesomeNebula said:
I get that she is weak, and she was buffed for good reason. And a lot of the time, she's okay to play against. But there is zero penalty for her to just spam teleport to mori survivors early. Its like Tombstone Michael, but far worse, because at least Michael has to do a boat load of stalking to unlock his power. I just had yet another Onryu match where the killer with a Midwich offering just spammed TP until she got a mori at 4 gens. I was playing solo, and post match the other random survivors thought maybe hacking, but I'm not sure.
Condemn should work the way Michael's Tombstone does. It shouldn't be possible to just delete survivors early in match.Sadako doesn't usually get to mori like that unless you ignore the condemn and TV mechanics. I highly suggest picking a tape and depositing it quite often to avoid being moriable by her.
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I mean, 2024 was the year in which everything seemed to be about butchering killers. Chucky took some patches and time while SM took just one day. I still do not understand most ofthe nerfs applied to him.
The pallet scamper was okay, it gave free hits. But then they removed the window scamper, which was completely fine, without saying anything nor applying it in the PTB.
Then we see the rat poison issue, and instead of reworking the add-on, as it should have been, they went on to nerf the add-on, which is still busted, and make his dash ridiculously slow, which nobody asked for.
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@KueenKara said:
Listen up nowhere to hide is for terrible killers. Like you cant find survivors so you use the perk and it plays the game for you like it is op no cooldown nothing you just kick gens and see all survivors like crazy to me if survivors had a perk like work on gen for 5 secs to see killer for 5 secs and keep regetting on the gen killer mains would be going crazy.
Stay far from the generator when the killer is comming or go into a locker. The problem is no more.
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@frictionless said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864716#Comment_3864716
I don't think the sentiment is that having a hard stalk cap makes him specifically underpowered, it's more that it's an unnecessary limitation to a killer that already doesn't bring a lot to the table compared to most other more modern killers. All it stands to do is introduce edge case situations that disadvantage him when they do come up (survivors with remaining stalk hiding to stall out chases against survivors with no stalk left in the late game) without adding much to gameplay on either side, since survivors can only guess at how much stalk they have left.
Exactly what I mean. It is not common yet it can happen. Depends on survivor guessing skills or poor stalk management from the Myers. But it can happen.
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@buggybug said:
More I cant be satisfied with what I have yet survivors need to get good they say lol. I barely if ever seen anyone complain about myers since his update, sounds like a you issue if you ask me, my friend who mains him been winning tons of his matches compared to before.
It's not that I loose. It is an unnecessary limitation to his kit that can be exploited circumstancially. He is not the strongest killer, and that cap doesn't help.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868424#Comment_3868424
You seem to not even have carefully read what I said. The mori do not save no time as some killers like chucky has a long mori that you could have just long hook the person.
If you cant find hooks that is a serious issue with how there like 50+ of them that usually is right next to each other like dead saloon.
You telling me not to have ttv is my name is moot, I did say am an affliate meaning that am making something out of it as a carrer along with my other full time job.
Well yeah stream sniping can happen in other games but you seem to miss where I say regarding myself it only happens to me on DBD as no other game even tcm I never get stream sniped.
Your suggestion on my friend makes 0 sense cause he too is a streamer so I wont even reply on that. Finisher mori does alot of harm as I had games where a person get caught close to the gate and me and other teamates was able to take hits and they would wiggle off but killer drops them last second, forces us out and moris the last person. So if that aint a prime reason why its a problem idk what else to tell you. Il
Bots does more harm than good too since slugging started with them being added as usually if I was slug as third and killer wanna be greedy for the fourth, I would just eat the penalty to give last person a try hatch and now you cant cause of bots.
Also look at your fellow sm players who complain about 4 bots and would rather the game end immediately if all 4 survivor left match. Do you as a killer like 4 bots? I do not as custom lobbies exists for that.
Yeah, you are just ranting. Any well-intended advise will not make it to you so, if you don't like what you see here, consider leaving. Games are for fun and you don't seem to be having fun, so don't feel compelled to play.
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@Sliver said:
Somebody already created a thread for this in bug reports and was told this wasn't a bug. If it's intentional, then it's a poor design decision and I believe it should be reconsidered.
Playing as Sadako and Xenomorph is so painful during events considering both Screech Cobbler and Mistletoe increase the chest spawns, making your TVs/Control Stations even further away from generators. It feels like being punished for daring to select them when people might bring a chest offering.
As someone who loves playing both Sadako and Xenomorph, please make it so I can bear to play them during events.
https://forums.bhvr.com/dead-by-daylight/discussion/435915/chest-spawns-are-breaking-killer-item-spawns/p1?new=1
This should happen. Certain killers do have elements to their kit that depend on the map and how things are displayed. Chests shouldn't prevent a TV or a tunnel exit from spawning in a good place basically, it gives survivors an undeserved advantage that they could or could not be aware of, but that they of course haven't earned.
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@Vuk said:
Seriously, this is annoying…
I dont waste my time going to the gates to do nothing besides watching teabags, the devs must do something about it.
Survs complain about killers letting them to die on the floor but killers suffer the same thing EVERY SINGLE MATCH they dont kill at least 3.
A few solutions could be ONE of those:
1 - Alucard's shield baseline for all killers. (kinda fun for everyone)
2 - If a surv get hit inside the gate area the exit closes for that surv for 5s. (like the Houndmaster).
3 - Put an option to end the game for the killer to use, just like they can open the gates themselves.Force them out if you can't do anything about that. Or simply join them in doing silly things.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867823#Comment_3867823
The flaw I find with your argument is, yes, Killers have a right to win games but they don't have a right to win every game.
It's okay to lose games. If you're losing an outrageous amount then that's not fun for anyone. However, what your statement implies comes across more of a Killers should win every game and Survivors should lose an outrageous amount of games. I have no idea if that was your intention or not but that's how it comes across to me.
Okay, let me change the statement because it seems it wasn't clear.
Killers have the right to try to win games. We all have the right to win, survivors and killers, and we all have the right to resort to any legal mean to achieve it (hacking and cheation are out of the question)
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867860#Comment_3867860
I should not have to use annon mode to meet potential good people who i can try recruit and build my community for swf by some sad killer who is immature to cheat via stream sniping to win.
I play killer at times and do not go in other streamers stream to gain an advantage. It always non stream killers who do it anyways, as I never have been snipe by streamer killers.
Also even though I play on pc and ps5, you ever consider those on xbox like my friend who do not have access to annon mode so even if I have annon mode , they probably can be stream sniped which ofc aint his fault either and you cant tell me to tell my friend to get a pc or ps4/5.
People should be allow to build their community and dbd is the only game that stream snipe, not even tcm I had issue which also again instead of annon mode killers should not be able to see the survivors lobby or profile information.
Removal of bots is suggested because since killers wanna slug so much for their stale mori even though i willingly alert them to a hook to get me out the game they still slug, so ill just eat the penalty so that last person has a chance to get hatch and also a 3 v 1 is not impossible to win. It is harder yes but can be done if you have at least a 3 man swf.
Few days ago we had a lara kamikaze on hook one when she got instant down via ghosty but we still won 3s because he was actually a bad killer, easy to loop and mind game.
Being moried at 0 hooks when you know you did amazing in a chase feels insulting more than if you did bad and got 2 hook then moried which at that point I can only be mad at myself for the 2 hook part. This is why i hate rancor, tombstone and yellow mori cause those ignore the 2 hook rule and it feels insulting dying on 0 hook via those 3 things specially if the killer was not all that good at catching you. Finally bleeding someone out at 99% then moring to be a big d when you could have done it 3mins earlier.
Once again I tell you, no matter how good you did, if you are the last survivor and get caught, you are dead no matter what. The finisher mori lets you save a lil time (the time a killer takes to get you to the hook) if everyone did it as soon as someone was downed.
And if you desire to keep a name with "ttv" in it, do it at your own discretion. Dbd isn't the only game in which people stream snipe. To your friend I suggest changing his name if it gives him this many issues. If you want to reach people, use endgame chat in PC (in ps5 it's more difficult) once the game has ended, that way you deny every chance of stream sniping deliberately. You also need to be riminded that not everyone is you and not everyone would want to be you.
Also leaving hurts your team and the killer as well. Bots are there to help mitigate the effect of someone leaving, so that a team has an actual chance.
I highly advise you take in consideration all alternatives before suggesting something radical, because this post almost sounds like an individualistic rant centered on yourself and your case instead of showing an open mind to any solutions.
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@buggybug said:
Remove bots and finisher mori I feel would fix this, as then they would hsve no choice and only screwing themselves over, cause yes this happens alot and me as a casual streamers.
Killers seem to be bias towards survivors streamers especially too of they are killer streamer just to try make their pathetic tik tock or ytd I made this x survivor streamer angry video..
Even if they do not want to finisher mori at least change it that they can only do it if the person is on hook 2 which techically it would be green mori base instead of yellow.
It stupid that green and pink which is higher tier need the 2 hook rule but yellow dont even though its only for last person. Really stupid being mori at 0 hooks just like tombstone piece.
Activate the anonymous feature so that nobody sees your name, that way the won't know you are a streamer. Solved. Also the yellow would have not mattered since if you are caught being the last you are dead, no matter how many times you were hooked.
The bots are intended to solve the leaving survivors harming the rest of the team, although they tend to work in an unintended way in that regard. And the finishing mori is a good idea considering the many times you are told to kill a survivor with your own hands in challenges.
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867815#Comment_3867815
Someone dropping the last survivor next to hatch and then mori-ing them will do that regardless of how you change the mechanic. Making the mori available earlier like you mentioned wouldn't cause them to do it any earlier either, that's why they're waiting for hatch in the first place instead of unhooking, to close it in the survivors face.
But I do agree that you should be able to mori the final survivor if everyone else are on hook and stage 2, because at that point there's zero chance for a comeback if the last standing survivor also gets downed. Then everyone on hook could immediately be sacrificed during the mori. That would speed up the final moments of the game significantly when you've ended the game by slugging multiple survivors.
As for how to fix slugging for the 4k I have some ideas, mostly by adding incentives for killers to take the 3k as a win. Like once they've got a 3k, the killer can leave the trial get some bonus for it. But players like this SM would just ignore that mechanic and slug for the 4k anyway.
A mentality change is difficult. And adepts would need to be adressed. I agree with considering 3k as a win, the 4th should only be, in otzdarva's words, "a cherry on the top".
The whole hatch issue is just RNG, can't do much there. If the killer wins the race, they get to choose what to do with their price (closing immediatly, wait or let the survivor go). If the survivor finds it first they as well get to choose (leave, wait for the killer). That has to do with attitudes and mind sets. Making the mori available sooner would certainly allow games to end sooner, but still it wouldbe the player's choice. If you crawl, hide and make yourself difficult to find for the killer, expect the game to last longer. If the killer wants to wait, well, longer game as well. But BHVR don't have any control over the minds of the players.
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@radiantHero23 said:
https://www.youtube.com/watch?v=W8-GsBPnWjo&t=328s
Following the "survivor quitting - epidemic"- video, I found this take, which I honestly agree with. The content creator talks about multiple aspects and offers constructive criticism.
Their suggestions honestly seem very reasonable and got me thinking about a possible solution to not just quitting, but to tunneling, this being buffing the 3v1 for survivors.
3v1 at a certain amount of gens is what makes survivor games hopeless and supports the quitter mentality.
Therefore, the 3v1 could be looked at to both disincetivise tunneling and incentivising the 1v4. Obviously the solution is not as simple because of a multitude of other factors, however, this idea could serve as a great starting point to actually find a base that can be worked upon.
What are your thoughts on this. Not just my take, but the video. If you have the time, please take the time and watch it.
PS.: love the Layton - music.This is purely a skill issue. Yes, comming back from there is certainly difficult, but not impossible. Solo Queue would of course have things more complicated in a 3v1, but a swf, a good swf can come through and do a comeback. It all comes down to the choices you take, and if a mistake is made, such as letting a survivor die, I don't see why the team should not be punished.
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@not_Queef said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865878#Comment_3865878
It would mean that the killer can't slow the game down by making it a completely unfair 3v1 scenario where the survivors have no hope of escape, yes.
But slowdown perks would still exist, and the survivor objective could be rebalanced around having four survivors all game, although not by much.
Strong killers can comfortably go for 12 hook games already against most teams, so weaker killers could also be further buffed to make them more viable as well.
So you want to force killers to take certain perks and deny them that freedom of choice? Nah, hard pass on that. If you are dead, you should remain dead, not be forced into some boring gameplay of just repairing generators. And swf would abuse this as well, coordinating repairs. As killer you wouldkick a gen and all of a sudden a ghost would come, stop the regression and keep repairing without you being able to do anything but sit and watch. Perhaps it could all come to a 2v4 in which the 2 alive ones keep hiding while the 2 ghosts repair. In this game, such a mechanic is pointless and unbalanced. So, for the benefit of everyone, if a survivor dies, they go back to the lobby.
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@TheSubstitute said:
So I just recently posted a thread about how many people think tunnelling is necessary in public matches. Posting a thread, of course, isn't scientific or anything like that but the majority of people (and by a significant margin) who responded said tunnelling was unnecessary overall.
I disagree with the position that tunnelling is necessary due to my personal experience but I at least understand their viewpoint. The people who feel it's necessary feel it's a necessary component of gameplay.
What I don't understand is why, whenever a suggestion is brought into place that combats tunnelling or someone complains about tunnelling, if somebody doesn't feel tunnelling is necessary why would somebody would defend tunnelling? Desire for easy wins, fear of the unknown?
It's kind of baffling to me that if the majority consensus is that tunnelling is not necessary then why is there so much pushback when getting rid of tunnelling or how unpleasant it is to be tunnelled is discussed.
Tunelling can be necessary at certain times. Killers have the right to win as well, and sometimes this is the only option they have. I do not defend tunelling on 5 gens, but wouldn't mind it if it were in a situation with 3 gens left and 4 survivors still alive, because sometimes one dead survivor gives you the fair amount of pressure you just need.
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@Garboface said:
I watch tru3ta1ent sometimes and lately I am seeing in videos of him playing killer, he simply slugs everyone but doesn't say why. Today he released a video titled the same as this thread. Why is he playing like this? What point is he attempting to make?
So many perks trigger when survivors are hooked…This is a way of countering them. Forget about deliverance, Dead Hard and many more. In these situations your main concern is just unbreakable or Jonah's boon (forgot the name). Also forget abut flashlight saves, sabo and boil over.
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@Lia0_o said:
Played a game with a skull merchant now, who had me slugged whilst the bot was roaming, farmed bp of the bot, then hooked the bot and carried me to the hatch, only to slam it shut in front of me. Which out of the 10 games I played today happened in 4 of them so it's whatever. (Killers do this a lot. Some even like to wait until right before I will bleed out to mori me, to give me the longest possible wait until my next game.) She then had me wriggle off, power the exit gate, to then hit me. She then gestured for me to crawl out of the exit. Only to mori me before the escape. That game, someone AFK'd within the first few seconds seeing who the killer was, and the other two seemed like new survivors. Yes I could've let everyone else die and waited for hatch, but in most cases killers slug the bot / wriggle them off, until they find the last survivor. So in that case just die and go next right? But I can't because the killers waste the longest time ever, standing over watching someone bleed out until the last second to mori. As survivors, can we please have a bleed out mechanic when we are the last survivor on the ground, so we can just die and move to our next game? You can even make it only activate at 75% bleeding.
The amount of games where the killer is just wasting time near end game and delaying me going to my next match, makes the game so unfun. In the same respect I know survivors teabagging or w/e near the escape is not fun, but there's an endgame collapse, and also you can hit them.
I never teabag, I never do troll things. I'm a soloQ survivor, who's been playing since launch, and I play the game completely normally and receive this kind of behavior in 60% of my games.The problem is the mechanic itself. I believe that it should be changed so that you could mori the last survivor on the ground if every other survivor is hooked and on stage 2 so that they all get a chance to do a comeback. Until then, I am afraid we are all in our right to do whatever we deem if we wish to see the mori.
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We got Lara Croft, which is similar to Indiana Jones. The only one who may be a fit.
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There are some solutions to be considered:
1- Lightborn. The flashlights are useless now.
2- If you like risking it a bit more and have licensed DLCs: Weave+Franklin's. This way their items are useful for them, but also for you. They become a double-edged sword. Hit'em, make them drop the flashlights and when they come close to them, you see their auras. And these kind of people love their items. You will force them to either drop the item mid-chase, still letting you see their auras and giving you time to catch up, or go to an edge of the map and drop the item there, forcing them to loose time if they do want their item back.
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@Atom7k said:
I might be wrong about this because it has been a while since playing survivor on that map but from my understanding you can get hit while using a portal. You can even get grabbed.
While playing killer today and yesterday (and my ping was pretty good) I was never able to hit survivors in the animiation of the portal. Grabbing wasn't a thing either. So everytime a survivor used a portal I could just stand there and watch because if I attacked I would (on my screen) hit the survivor but it was treated as I wouldve attacked thin air.
Also to be honest I really think that the portals shouldn't be so close to each other that you can create a loop you can run for 30 seconds or more every time you are in the area. It may be becaue of this condition of not being able to hit survivors in the animation but right now that loop is stupidly strong.
The loop I'm talking about is backside main building portal then turn right, downstairs library portal so you are left to the basement and then back to main building. Only as dredge I could shorten that loop effectivly.You can hit survivors when they are entering the portal, been there myself. The window is small though.
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@exDbd said:
exactly what the title says. I’ve encountered almost every game where the killer has 200+ ping and the hit boxes have been out of this world. DBD this needs to be bannable as this is an exploit by making the server work to their advantage, please look into this. No wonder no one is having fun but the killers lately.
The thing here, my guy, is the fact that some people do have this problem and are not doing this intentionally. Undoubtedly some individuals, whether they are killers or survivors, use this with full knowledge. But there are others that do have a internet connection that leaves much to be desired, I used to be one before I discovered the wonders of a cable. So you say you would ban those people who cannot have a decent connection as well, despite they possibly not having any chances of improving that PING.
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@Philscooper said:
i wish there was an option that would be great for avoiding situations like this:
being bleedout without any way of being rescued until you have afk crows (which by that point the game would see that you cant be helped) or intentionally being held in the game via malicious means (like bodyblocking into a corner).
The surrender button:
When a survivor pressed the button, the other survivors were given the option to surrender as well, and if everyone accepted, they would all be killed and the game would end.
Whereas, if you were the only remaining survivor, or the killer, the game would end instantly.
DBD could add this option which, in addition to getting survivors and killers out of hostage situations, would preserve everyone's gains. Of course, the DC option is still available, so you can leave the game without the approval of others.while this may or may not just amp up the problem of survivors dcing against every killer they dont like, especially in a swf lobby, this would help massively against common survivor situation where you are unable to move on from a losing position, most notably in soloq and i think most people would be more leanient on play against human survivors and not wallhacking bots.
you could also just make it exclusive for soloq, but then this might make playing in a swf a bit disciminatory, not everyone is good or wants to play like dbd comp tournament,
so why possibly remove the option for swfs if they also can be held against their will?
killers dont really get remotely close to being held in a match they lost without being able to do anything about it, they closet thing that i can think of is survivors t-bagging at the exit gate, which you can force them to leave while looking away or wait until the endgame timer ends or have endgame perks equipped from stopping them from opening the gate entirely, there is no almost way for them to extend the endgame timer if they do open the gate(s)
(unless they abuse perks like plot-twist to delay the timer but i doubt i have encountered or heard anything about that).
adding such an addition wouldnt be that expensive and could help solve and prevent alot of common problems when you just wanna play the game as a sole survivor, which most survivors play alone for multiple reasons, which i think its healthier for the game for both sides.I agree with you to some extent. The surrender option would go against the hatch mechanic, which is a contingency meant for the last survivor to use. If survivors surrender, its purpose is ruined. And if one survivor said "no" to surrendering, the rest would feel like they are held hostage. These things are tricky to implement due to that. What I do see is a button when you are hooked or dying that would enable you to surrender yourself after some time, not immediatly (basically, what you said), and giving a killer bonus BP when it is triggered because, well, this could prevent them from earning more BP.
As for killer, this would be nice to see implemented as well. Sometimes you can't do anything against survivors but are forced to keep going. Perhaps the match is not fun anymore, the result can be easily predicted and despite you having already lost, you are compelled to spend more time on that match. A way of saying "Ok, enough, you won" would be much appreciated in these instances just so you could start another game that could be more fun. In this instance I believe survivors should get a BP bonus.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778342#Comment_3778342
I don't disagree with any of that.
But none of that negates the fact that protection hits can be unintentional or forced by the killer, so I'm not sure what you're disagreing with.
In that case just make them loose collision with the killer until the endurance effect ends
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@k3ijus said:
what if there was a killer perk called “wait 8 seconds” in which case if a injured survivor is taking protection hits, if you wait 8 seconds the endurance goes away?
Doesn't work since they tend to bldyblock you as well, making you waste time and a bit of pressure.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777266#Comment_3777266
Oh yeah? And you know how all my games or everyone else's go, huh? Do you have all the stats as well, as some others on here think they do?
No side should decide for 4 others what map they play on. If you're that great at the game then it should be absolutely no problem for you to play without offerings then, huh? But you proved my point by saying that you need specific maps just because you want to try one build. Maybe get better at Mikey and his build and learn to play it well on all maps :)
Oh here we have it, the "git gud". No evidence, no argument just an accusation of being bad at the game. Let me remind you that, as I don't know how your games go, you also don't know how mine are. Your experience is not the experience of others, and your claims are based on your experience, like mine are based on my experience. And you did not say anything about the Billy situation. So let me challenge you to play hillbilly on RPD and use his map traversal skills there in an efficient way.
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@HolyDarky said:
I really wish the developers would rework or remove map offering. They are just annoying and many players abuse them to get an advantage on their own or to make the match miserable for the own side (e.g. one random Claudette wants to do the "stay in killers terrorradius for xxx seconds and sends the match to Midwich).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777490#Comment_3777490
It is impossible to make every map unique but also 100% balanced for both sides. It is also difficult to make bigger balance changes on licensed maps like Midwich or RPD. There will always be maps that are rather survivor- or killersided but this is not so terrible as long as it is only slightly and not extremly like Garden Of Joy for survivors and current Midwich for many killers. We have to remove the extremes in this game and map offerings are extremes because it gives you a huge advantage (knowing the map enables you to use the best Perks and strategies for it). Lastly, it takes much longer to fix every map than to rework or remove map offerings, especially when the developers still introduce new maps, new variants or do a bad rework of a map.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777266#Comment_3777266
Saying we need map offerings so we can play jumpscare Myers is kinda low. The killer needs a rework and an Addon rework and not stupid map offerings to perform better or to be playable. You can also play this build in a custom game with your friends. Billy is also playable on many other maps and already a strong killer. Some killers have really difficult maps due to their power but this also gives the players a chance to impove. It is like math: you are not good at mathematics and your solution is to skip every mathematic lesson but you have to write the mathematics exam in one day and then you will mess it up so badly and this is your own fault but your solution after this is still to skip mathematics lession. What I wanna say: Using map offerings for an advantage prevents you from improving and getting better (You can also use the NOED example if you want).
Lastly, for the green Hand argument: They are not very effective because you only have a few of them and many players rather wanna use BP Offerings. BP Offerings are always welcome and nobody gets hurt when someone uses them.
Okay, try playing Billy on Lery's, RPD or Midwitch, especially the new Midwitch. Then tell me he is not map-deppendant and that having skill is the only thing that matters. No matter how good a billy is, in RPD your power usage is HEAVILY limited and your learning skills don't matter because you won't be able to use billy's full potential. Playing killer is not like math, like playing skull merchant is not like chess. Maps DO make a difference beyond skill. Another example, blight on Coldwind is AWFUL in a considerable area of the map and there is nothing you can do, using your power in the corn usually means you have nothing to bump into. Using nurse on indoor maps is awful as well, considering you have no aura reading perks, which you shouldn't be compelled to bring if you don't want to. Map offerings offer both killers and survivors the FAIR chance to go to a map where they feel comfortable and squeeze the maximum potential they posess.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777333#Comment_3777333
Killer main here and just one counterpoint. Charged pyramid head hits both survivors at the exact moment you unhook. Would count as protection hit but be not purposeful for unhooked survivor.
let the killer some time so that they can go far away, if they don't then the hooked one will unhook themselves due to anticamp. If the killer is far enough you will have time to split ways before they come back.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777333#Comment_3777333
Killer main here and just one counterpoint. Charged pyramid head hits both survivors at the exact moment you unhook. Would count as protection hit but be not purposeful for unhooked survivor.
This also seems fine, giving the killer the actual choice to tunnel or simply focus on the one who did the unhook seems fair.
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But that is not its purpose. You are encouraging tunelling and thereby you are abusing a mechanic intended to dissuade that attitude. Thus you shouldn't be rewarded if you are taking a protection hit.
@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777333#Comment_3777333
Untrue. Do you know how many times I’ve tried to run FROM the killer after being unhooked and I either A. Accidentally got hit or B. The killer hit me anyway just to force my endurance hit?
I played this game before basekit BT and evey killer came right back to hook to instadown you after you got unhooked. The devs are not gonna remove this and increase tunneling again.
If the survivors decide to use their BT to take a protection hit for an unhooker then you as killer can simply take that as a sign they want your attention and go after them again instead of the unhooker. Easy peasy. Fair and square. Basekit BT doesn’t need removed.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777333#Comment_3777333
If you get hit within 10 meters of an injured survivor, it counts as a protection hit.
All the killer has to do is hit the unhooked survivor immediately after they get unhooked, and it'll count as a protection hit, and they'll go straight down.
So yes necessarily. If there's a way to abuse it, it will be abused.
The anticamp mechanic allows survivors to unhook themselves if the killer stays close for too much time. if survivors go for the unhook ASAP without allowing the killer to hav time to go away then they are also taking a risk they don't have to take. This would encourage safer unhooks in my oppinion via making survivors think twice. If the killer stays close for too long then the anticamp mechanic triggers and the hooked one unhooks himself and runs away
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@Royval said:
this has been a problem for years. It’s even more nasty with OTR + DS protection hits should count as conspicuous action.
With OTR I think it would be fair for them to keep the endurance. After all they do use one perk slot and I believe it would be fair if you allow them to use the perk.
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@Seraphor said:
Protection hits can be unintentional or forced by the killer.
Not necessarily. Survivors always have the option to run away in a different direction from the one who rescued them, thereby it is the survivors who force the situation, not the killer
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@Tyler3 said:
Although most likely all of them would fail, which of these killers do you think has the highest chance of beating The Entity? In this example, all killers are completely unrestrained and at their maximum potential.
Vecna or Pinhead.
However Vecna is actually restricted by the Entity, so that would discard him.
Pinhead, however, seems more like it. Cenobites that enter the realm are allowed to take survivors with them which means one of these two things: the entity is frightened of them and/or the Leviathan, or they are equal in power and did trike a deal that benefits them all.
About Demogorgon, the Mind Flayer and Henry are not that strong, they aren´t gods, just the commanding beings of a hivemind that posess psychic powers. That's it.
Sadako also isn't a god, she is the manifestation of a curse. A memory and an echo of a girl with psychic powers that died.
And dredge…well, we don't know what it is exactly but it is for certain it is nowhere near the Entity's power level, and that seems to be quite clear from what we know about it. It is a manifestation af bad thoughts that posesses a realm of its own as well, but it isn't as big as the Entity's realm.
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@deckyr said:
lately, the absolute worst games of dbd have been games that end up in a 2v1 situation.
after two survivors are dead, and you have two survivors alive with a killer. all three people in this situation want to win, so what is the best option for each?
for the survivors, it's to wait for your teammate to die. for the killer, it's to keep patrolling the generators to make sure they don't get done.
the objective of the survivor team has changed, and now the killer has no information and almost no relevance to the actual game at hand any more. the killer has nothing to do and no information to act upon unless they either have a perk to help them or one of the survivors gives up.
and then, when one of the survivors actually is downed… well, if you kill that survivor, the hatch will spawn and the last one might get out. so for as long as there is one survivor on the floor, the remaining survivor and the killer are playing the same game: hide and seek. except there's someone on the floor, having been taken hostage.
a lot of developer time was spent dealing with things like camping and tunnelling. but when will the developers start considering the problem of the 2v1 situation? when the priorities of the survivors shift, and the game becomes extremely boring?
what would you do to address this, if you were a developer?
i think i would make it so that, in the 2v1 situation, the survivors start to build up idle crows any time they aren't on a generator, and putting one of the survivors into the dying state immediately triggers the mori animation on that survivor.
i would then adjust all achievements and archives that require 4 kills to only require 3 kills.
no more hide and seek, please. no more slugging for the 4k, please. i want to play the video game and i cannot stand it when i am taken hostage by survivors that don't want to show themselves, or by killers that don't want to give up their 4k.
Seems to be right. When 2 survivors have died and there are plenty of generators still to be repaired things like this do happen, although there are sometimes things are quite different. The idyllic course of action for survivors would be using one of them as bait to keep the killer on a chase while the other repairs. However you heavily rely on the skills of the bait, which could be counterproductive if they are not that good in chase. And if the killer refuses to chase you can start repairing and fleeing as soon as the killer's comming, expecially now that there is a limit of kicks a killer can use on each generator. I know these strategies can lead to certainly tedious games but they can work just fine
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@Phantom_ said:
All it does is make killers hard tunnel 1 person and for survivors it's often used to get an "advantage" over the other side, whether that works out or not. Usually leading to the survivors hook-suididing when it doesn't work out in their favour.
It adds zero value to the games. Can we please just get rid of them already??
Map offerings seem to be fine. Especially now that there is an offering that basically throws map offerings to the dumpster. Thing is it is fair, both sides can use them. And you are also kinda wrong since map offerings DO add value to the game. Take a scratch mirror Myers for example. Using certain map offerings to ensure you go to a map where the build works is mandatory when using that build. Or using a Condwing offering with Hillbilly so that youi can use the chainsaw in a comfortable way. Or using Gideon's as a survivor in order to have those good pallets at your disposal.
And the situations you are describing don't happen that often. Most times survivors will kill themselves on hook for the most pointless reasons such as downing them fast, playing skull merchant or being a good nurse. I have never seen someone disconnect because of a map offering. -
As much as I like it being casual, the truth is that mmr, the whole rank system and the attitudes of a lot of players turn this into a competitive thing. Mistakes are never forgiven, if you mess up as survivor you loose quite badly. If you fail to apply some pressure as killer, you get genrushed. And if you are bad at the game or you underperform, prepare yourself for the "ez" in the endgame chat or harsh criticism
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The thing with lightburn is that it required you to use a flashlight, and for some killers that item was a counter while for others it wasn't. Huge balance issue regarding flaslights, because for a wraith it was busted whereas for a Hillbilly it was less useful. And it also granted you more ways to counter certain killers. If you did not have a flashlight against hag you would have to spend the entire game crouching which isn't quite fair. Now all survivors have the same conditions, and the killer won't have their power removed due to one specific item used in a specific situation.
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@SweetbutaPsycho said:
As we all know things are (once again) broken since the last update in DBD. Especially that super cool gen bug that turns clear wins into clear losses is super fun.
Now to my point: I faced multiple SWF groups today that tried and sometimes managed to trigger that bug on purpose to turn their clear losses into an insta win with 3 gens remaining. After that I got the 2 remaining survs teabagging me at the exit gate, writing ez like 10 times in chat and admitting that they know this bug exists and therefor their 2 colleagues dced because it is a "survivor strategy". I find this entire interaction annoying to put it gently.
Also am I the only one that thinks at this point the entire game should just be killswitched for like a week so the devs can iron out the worst issues and maybe fix some code so it doesnt break more and more with each new update. I mean I really like that the devs are communicating about these issues and that they are working on fixing stuff but gamebreaking bugs like these should imo at most be in the game for like 1-2 days until they are fixed and not 1- multiple weeks until the next hotfix arrives.
I am currently taking a break from the game, since it is too borken to play right now and matches don't seem quite fair.
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@joel84 said:
Sorry,
but some players should slowly but surely accept that DBD is not all about chases. I recently had a game in which I was very agile and tactically clever.
I was able to repair at least 3 generators myself and take 3 players off the hook at the same time, including full healing.
It's hard to believe, but that's my style of play. Do Gens, help your buddies and SURVIVE
SURVIVE SURVIVE ...... Does anybody know what that is? SURVIVE ??.....
I think some people don't know.
It's not my job to go into a 1v1 with a killer. Others can do that, but not me, and that kind of playstyle should be accepted. Whether you like it or not.
The endgame chat was a bit surprising for me
me: GG
My Teammates complained about me. I would play with distortion( No, I don't want a debate about this perk ) and hide. I had no right to speak …. crazy or ?
than comes the Killer: My God, you have thousands of hours and not even the balls to go hunting with me ? Running Distortion and hiding all game bla bla.
After that, he got upset again about the number of hours I had spent in the game and then left.
Excuse me? But I survived because I played smart. Few people like that style of play, and that's probably why those people got upset. But that's not my problem
There were no such discussions in 2016. You can take my word for it. What do I want to say with my contribution? Times have changed. Nevertheless, don't let anyone tell you how to play.
Have you also had such experiences? And do you think there is a difference to the past?
Please let me know
I see the point. Survivor players seem to be eager to begin chases when in reality you should be avoiding them. The pount is surviving, not putting yourself in danger often. When I play survivor, my focus tends to be "hide and play safe", I avoid chases, move trying to remain unnoticed through the map. Unhook safely (something a lot of survivors don't tend to do, since they unhook ASAP when the killer isn't very far away, allowing a tunnel) then go to gens. Heartbeat kicks in, I hide or go away.
But the current survivors seem to want to be chased. Looking for the killer at the start of the match, not hiding even when the terror radius warns them and instead repairing until the last second. It is my oppinion that this reckless behaviour should be punished a little bit more, maybe add a perk to do so, fir instance one that makes survivors be hindered at the start of a chase if they are healthy, meaning in a free hit, unless they spend some time in the terror radius without interacting with generators or totems. Killers should instill some degree of fear and caution, and right now they are a joke (especially with certain bug affecting generators right now)
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Skull Merchant is a normal killer. Facing her requires coordination, especially if it's a chess merchant. But she is not invincible, it just takes time. Usually, since when I play I am in solo queue, I act as bait for her and try to be as annoying as possible, like letting myself be seen and provoking, even tapping gens from time to time to make her waste kicks. You need to keep her busy, basically.
Of course, as a main killer, I am usually playing her a lot more than what I play against her, but still I have seen survivors successfully overcome the whole chess strategy as well as the more chase-oriented approach to the SM. -
@Ashleyyx said:
Literally no… do not bring back manual scamper. Not on windows but especially not on pallets.
The whole point of them removing manual scamper was to eliminate scampering into an M1.Camera lock while in slice n dice (or even just preforming S&D scamper) needs to be higher than 90° so it can actually be utilized. The increased speed of S&D scamper is great, new cooldown is great, increasing the turn rate will help so many players.
I disagree. Manual scampers were not always a guaranteed M1 hit if the survivor knows what they are doing. Chucky was fine, and now look how they massacred my boy.
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@Zaydin said:
Why? Because survivors are abusing it to grief Killers. Case in point: I had a match where a bully SWF duo were using DS to stun me, dive into a locker and then head on stun me since the stun animation lasted long enough for them to charge Head On.
All it takes is one bad apple to spoil the bunch.
Either that or give Killers stun immunity for like 30 seconds after getting stunned once.
I spoke about this in an ancient post. I was having a similar issue with bully squads and head on. However, 30 seconds of immunity may be too much and could easily be too much of a game changer. Instead, I proposed having a 3-4 second timelapse in which you are immune to stuns, detering bully squads from bullying you, as in that time you are able to move and avoid the second immediate stun or simply punish them for their toxicity.
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@NotJared said:
Mage Hand has been buffed into an uncounterable Scamper 2.0. Every use of it guarantees hits, and the buffs need to be reverted.
Every game I have played as or against Vecna, Mage Hand has never failed to enable the Killer to land a hit.
Mage Hand's best use on PTB was to allow the Killer to reposition underneath a pallet, giving them the upperhand for mind games. Lifting pallets AS they were being thrown also created a lot of close call scenarios - many ending with a hit already. Many players, after only playing a couple games with him on PTB where they did not learn the best-use scenarios, prematurely declared Mage Hand as useless, while they were carelessly throwing it out the power in bad scenarios and with poor timing.
Now after the buffs, whenever Mage Hand is used, there is absolutely nothing a Survivor can do to avoid getting hit. It denies the immediate options for a Survivor while providing incredibly little movement penalty for the Killer, resulting in Survivors being unable to reach anywhere unless they're already next to another resource. This feels MISERABLE to play against, and completely unearned to play with.
There is no time to reposition or find safety elsewhere, and lifting pallets is doubly punishing against Sruvivors. It's created tons of lose-lose scenarios: If the Pallet is chosen not to be thrown and held up, Vecna walks through and gets a hit. If the Pallet is thrown down, Vecna can almost instantly pick it up, walk through, and still get the hit. No matter what the Survivor chooses to do at a pallet, they get hit.
There's a lot of reasoning that "it has a long 38-second cooldown and it punishes you for using it poorly," but this is not an excuse for uncounterable powers. That doesn't change the fact that the Killer times it perfectly, then there is nothing that Survivor players can do to predict or outplay it. This is the EXACT same reason why free-roaming Scampers had to be removed this very same patch.
Please revert Mage Hand back to the way it was on PTB. Lifting pallets is way too fast, there is not enough slowdown on the Killer for Survivors to react to save their life against both holds or lifts.
There is counter: predropping. By doing so, you will force Vecna to make the choice of lifting it up, enabling you to use the pallet again without the hand being active for a long time, or destroying it, enabling you to get distance. Vecna is pretty balanced right now, he may be upper A tier and feels fair. You just need to get used to him and his counters.
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Family Residence has just one tiny problem: it is a fairly big map. It is the only issue I have with it, as killer it is extremely difficult to apply pressure and as survivor, well, takes too long to go from one place to another.
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@Coz said:
Hi,
im relatively new to the game and have recently started playing as The Killer (Trapper). I find things can get pretty confusing at times and am pretty sure I am accidentally tunnelling. I find it hard to keep tabs on who I’ve hit, downed and hooked. Other than experience and time are there any tips on offer as to how to avoid tunnelling?
I want to be a good/fun player and want the opposition to have an enjoyable time too.
Tunnelling is not a bad thing though. Helps you secure kills and all. Survivors often become salty when you do this, of course they do, they want to win. But you also have the right to win as well. Tunelling is not illegal, you have to make choices that have consequences, and if those consequences benefit you then go with it. The killer is alone in the match, there is no team with you, thereby you should only care about what is best for you and not take in count the thoughts of your rivals. I assure you survivors do not have any concerns for what benefits the killer, so why would you want to mind what benefits them?
In the end you are free to do what you want, even when toxic survivors attempt to impose their rulebook to you. You don't have to abide by their rules, they certainly won't abide by yours.
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@LordGlint said:
The usual DC argument in another thread came up and it got me thinking. People keep referencing other game's DC policies, to which people bring up that THIS game only has 1 mode rather than a casual and competitive mode.
My question... how well do you think this game would ACTUALLY handle having 2 modes which...don't actually change anything other than one not monitoring MMR while the other has strict DC penalties? Would the casual mode really remain if it was known for the mode people go to for trolling and DCing once they got countered?
I feel like it would just get packed with survivors who never wanted to touch a gen in the first place wondering why the Billy who never wanted to bother with a chase is running laps around the map instead of running past their 3 head on teammates in lockers.
Thoughts?
I will always support a casual mode in dbd. The game is sometimes too competitive and sometimes too...casual. There is no way of determining if a match is going to be full of tryhards or full of memers. Yes, I know that could happen too with two separated gamemodes, but at least each kind of player would have its own idyllic place.
But another thing this would solve would be what happens with new killers/survivors. I am a main killer, and when a new killer joins the roster I am willing to test said new character. Now killers take time to get used to and fully understand, plus adopting a plystyle that fits you and the mechanics of said killer. With that said, in the current gamemode I find myself with little room for tests as I find myself genrushed too often, every mistake is severely punished and you are demanded to adapt to the killer in no time to play decently. You cannot train, you have to compete since the beginning. And the fact that underperforming affects your MMR, even when you are simply lacking experience with one new feature of the game...I find it unfair. A casual mode would be a perfect training grounds I believe. MMR wouldn't get affected by the fact that people are training or memeing or whatever. I just think it would be fairer for everyone.
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@CompleatBeet said:
Despite the "Nerf Pig" joke that's existed in this community for who knows how long, I think we can all agree that the Pig is on the weaker side of the Killer roster. She is one of the six Killers getting "tweaks" in March, and after seeing the recent Hillbilly and Onryo reworks, I'm interested to see what changes they've got in mind.
The main issues with the Pig for me are:
- Lacking stealth ability, being forced to move at 90% movement speed makes crouching painful
- Lacking chase ability, Survivors can outplay the ambush pretty easily or simply leave loops before you can charge it up
- Mediocre slowdown without add-ons; with add-ons the RBTs become really oppressive
For me, Pig is a jack of all trades, master of none. Mediocre stealth, mediocre chase and mediocre slowdown, there's not really a specific area she excels in. Against good survivors and teams, Pig is basically unplayable without abusing her best add-ons that affect RBTs. IMO she'll be fine if they buff her stealth and ambush, but what do you guys, specifically the Pig mains out there, think she needs? Do you think moderate tweaks to her stealth and ambush are fine, or does she need a rework?
- Make the crouching and uncrouching animations faster
- Increase slightly the reach of the ambush, or perhaps the speed.
- Make her speed while crouching be 100%
- Make the timers of the Reverse Bear Traps shorter, not too much, but enough to make a difference.
I never saw pig as a stealth killer per se, I mean, you can see her easily from afar when she is crouching. I always thought that the RBT were meant to be her strongest feat but in reality they are not. I see more pig players relying on using mindgames with the ambush in-chase, and I am sure that is not the intended playstyle for her. Most times I see RBTs be ignored, it takes so long for it to kill you that reparirng one or two gens seems affordable for survivors while one has a trap on him. I would also make some status effect like, for example, hemorrage, be inflicted to survivors who wear a reverse bear trap a basekit feat. In my experience, traps are not that punishing for survivors, especially in swf.
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I have played xeno and what you said is wrong. Correctly-placed turrets are effective as heck, but people tend to place them on tunnel exits instead of strategic places.