Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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2 points
First confirmation bias.
People read how bad their side is, and then when a good swf or good blight beats them they fixate on that and completely forget the 3 matches they had before where they did stand a chance.
That said there is evidence of people going on long winstreaks. So obviously it's not all confirmation bias. So what is it then in those cases?
Momentum and snowball.
This game is extremely momentum based.
Once one side gets their ball rolling it's extremely difficult for the other side to turn it around.
Did you chase your first survivor into a strong zone or you simple got outplayed? Expect to lose 3 gens and play on the backfoot the entire game.
Did you down a survivor 20 seconds into the game with Lethal Pursuer Blight? As long as you don't make to many mistakes you're probably going to have a breeze of a game as survivors have to be more focused on resquing eachother then doing gens. Especially if that blight chooses to tunnel his first victim out.
Mistakes can be extremely harshly punished and people who know how to seek out those mistakes can really dominate this game
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Sometimes i feel these stats are specifically designed to troll the community.
MfT not being in the top 10 but also not been released untill halfway through the data collection is such a argueing bait.
That's a back and forth we're going to see in the forums for the next couple of months
My 2 cents it does kiiinda show MfT isn't as popular as people say it is but not enough to say for sure.
The fact that it is undeniably a strong perk with perks having a higher pickrate when they are released it is kinda hard to imagine more people picked spine chill in april to august then people picked MfT from july to august.
Then again Spine Chill could be super popular in some regions i'm not aware of so who knows
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Important to remember that survivor players are not a hivemind.
A handfull of players told you to not play those killers. Not the entirity of the playerbase.
If you're going to listen to every rando then yes you'll soon be out of options.
Some might say that the mayority of survivor players hate playing against Wesker but in reality it's probably closer to 10%, with 5% that love playing against him and 85% that really just doesn't give a damn
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You can take the Billy out of space but you can't take the space out of Billy
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Blindness is the most underrated status effect in the game
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@SAF3TYRA1LS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501202#Comment_3501202
There's the door. Leave.
What did i do?
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500166#Comment_3500166
Incorrect. A punishment is an act of retribution for committing an offense. No one is committing an offense when playing as a SWF and the devs wouldn’t be retaliating against anyone by enforcing restrictions.
It’s more of an equivalent exchange since you gain things as a SWF that Solo Queue doesn’t.
Handicaps ≠ punishment.
This person seriously pulled out a dictionary on me. Fine, change all my mention of punishment to unfairly handicapped then. Same difference
I'm going to put it in bold cause you clearly aren't getting it.
You do not gain an inherent advantage for picking swf
You get one the moment you choose to use voice comms but last i checked that isn't inherent of swf. You need third parties for that
can't help but notice you didn't answer when i asked to give me a game that does this kind of thing. Every game has a advantage when using comms vs without it.
Yet nobody restricts people who queue up with friends. Is every game dev against fairness or is your conception of what is fair flawed?
@brewingtea said:
BHVR: Punishes Solo Q for 7 years
Everyone:
Solo player: Maybe they could give us a little-
SWFs: WHY ARE YOU PUNISHING PEOPLE WITH FRIENDS??????
Not a single person here is complaining about potential buffs to solo. It's the excluding swf for no reason whatsoever that people are arguing about.
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They weren't lying when they said they had a big L coming
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499980#Comment_3499980
Balance to make things fair ≠ punishment.
Receiving a handicap because someone is just too good when facing others ≠ punishment.
And recieving a handicap others don't get with no upside= punishment
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499541#Comment_3499541
Sorry, emotion doesn’t always transfer well through text. I’m not bitter about what I wrote, it’s just the truth. When it comes to balance or money, gaming corporations will always choose money. It’s a fact that is a little frustrating but still a fact nonetheless. Doesn’t mean I hate SWF and definitely doesn’t give you enough reasoning to assume that about me.
Limiting SWF will make the game better for everyone just as the nerfs to perks. It would finally allow the devs to bring Blight and Nurse down a lever or two while making weaker characters a little better and make maps a bit more fair.
Again, balancing SWF by restricting a few things isn’t punishment. Just because some may view or feel that it is doesn’t make it so.
Balancing SWF by restricting things is punishment. Just because you feel like it isn't doesn't make it not.
See what a pointless argument that is.
You have a advantage, it gets taken away because you choose the option to play with friends cause of potential third party communications that you might not want or are able to use. That is what is proposed and that's a fact about it.
Getting advantages taken away for another advantage you might very well not have is being punished. There is no denying that.
Untill you stop thinking that your oppinions are facts and you actually come up with a fact that it isn't being punished your arguments hold no ground
You keep saying it's balances the game better for everyone and i specifically say it doesn't. For SWF who don't use voice chat it doesn't make it better.
Changing soloQ sucks to SWF without comms suck is not a solution. It's shifting the problem.
There is zero reason not to include swf in buffs to soloq's communication cause for people who do use voice comms it wouldn't matter anyway. They already have that information
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499292#Comment_3499292
I don’t hate SWF, so please don’t put words in my mouth or make assumptions about me.
Pushing more people to SWF would be a good thing, maybe then the devs would stop dragging their feet and actually balance the game around it. And no, I’m not taking the game too seriously, though I’d argue that you are, acting as if you’re being punished if the devs were to restrict certain thing in Swf for the sake of balance.
Ruin and Undying were nerfed. People purchased specific killers for those perks and expected them to remain powerful, yet the devs deemed it fit to nerf them for the sake of balance. Was that punishing the players who used/relied on those perks or was it just balancing the game for the sake of the majority of the player base?
Same for DS and Dead Hard, we’re survivors who used them punished when they got nerfed? No, everything that was changed was for the sake of the playerbase. It’s no difference if the devs some limitations on SWF. You can call it whatever you want, doesn’t change the fact that balancing the game to make things fair is not a punishment.
Also, you not liking an idea doesn’t make it stupid.
There are three things the devs can do:
- They can balance around SWF
- They can restrict some aspects of SWF (removes features or restrict item/perk repetition)
- They can continue to ignore SWF and keep on letting Solo Queue and Killers stay frustrated with the game and eventually leave the game.
You can argue that changing SWFs would leave the game, but since everyone believes they’re just a small percentage of the player base, it wouldn’t be much of a loss, would it? Unless they’re more numerous than what everyone really thinks.
Anyways, my point isn’t what is best for the game, my point is very simple- Changes to SWF for the sake of balance is not punishing people who choose to play in one. You are still playing the game and you still have the advantage of instant information, coordination and having the ability to not have solo queue potatoes on your team. The three of those things are more than enough of a compensation to have a few in game restrictions.
"Well, you can in Dbd because the devs know swf don’t care about fairness or balance and that they’d whine and review bomb the game when they no longer are a powerful as they are."
I'm sorry but this sounds bitter as heck. You can't pull the don't make assumptions about me card after saying stuff like this.
The analogy of the perks also doesn't hold up. There is one thing that you are just missing about this whole argument.
Ruin was nerfed for everybody, Undying was nerfed for everybody. Same with DH and DS. There is no being punished here cause everyone has the same treatment.
With OP's suggestion part of the survivor playerbase gets buffs and while others get completely screwed out of everything. That's where the feeling of punishment is. If you are a swf player who doesn't use comms you just get screwed either way. The playerbase has to be treaten equally.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498952#Comment_3498952
How is making the game balanced for everyone spiteful? Sure, you may lose something as a SWF is the game limits information, but you gain a lot more in return. I assumed that your reasoning to play in a SWF wasn’t for an in game advantage but because you simply want to play with your friend. If that’s not the case, then your stance isn’t about balance and more about keeping SWF unbalanced and not to make things better for killers or solo. I mean, your whole argument is you shouldn’t be punished for playing with friends, which you wouldn’t be, the game is being balanced around the fact that you have more coordination and communication. That isn’t punishment, no matter how hard you cry it is.
Someone having children isn’t the games problem, that’s their problem. It’s the same for people who have spotty internet. Don’t play online multiplayer games if you can’t commit and not handicap your team. If you choose to do so, don’t complain that your experience can’t be the same as everyone else’s.
People play solo queue because that’s what the base game is. It’s what the devs balance for. You can still play competitively without outside resources and the devs can adjust things when it skews too much to once side.
Playing with friends is not enough of a reason to not make things fair for everyone else. You can’t have your cake and eat it too. Well, you can in Dbd because the devs know swf don’t care about fairness or balance and that they’d whine and review bomb the game when they no longer are a powerful as they are. So I guess you shouldn’t worry!
I think you're taking games a bit too seriously... ensuring you have a stable connection to play is understandable but to say that people who have children can go screw themself is quite the take...
I don't play in SWF. I just have basic human empathy and understand that you are screwing over more people who didn't rely on voice comms in swf. Not to mention what a shoot your own foot bussiness idea that would be. I'm all for bringing solo closer to swf level but taking away base features for people who play with friends is not the way to do it.
Name me one succesfull game that takes features away solely for picking the option of playing with friends.
Nobody does it cause it's a stupid idea that will just push people away.
Especially in DbD case. SwF with comms main advantage is information so giving that information to all doesn't help them one bit. There, game is more fair for everyone without flipping off people who play with friends and don't use comms.
And that is exactly what they did with the hud update.
I'm not even sure what you are trying to accomplish. You say that swf with comms needs penalties cause they are so unfair and unbalanced but are arguing for a change that will push more people into using comms with swf.
If you add basekit features to solo q and not swf then people who played swf with comms will still play swf with comms. Some might try to game the system by lobby hopping. and people who used to play swf with no comms will feel forced to play with comms to not be handicapped.
You're litteraly making more people play the thing you hate and allowing a way for swf with comms to sneak in these benefits anyway making them even stronger. That's just very backwards thinking.
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Did they counter corrupt though?
Sure they deactivated it. But also have to spend like 30 seconds picking themself up. Not to mention they need No Mither.
I will take a broken survivor who is afk the first 30 seconds of the game over 3 blocked gens any time.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498427#Comment_3498427
No, restricting certain aspects of the game when in a SWF is not a horrible idea nor is it punishing people for playing with friends. It is finally balancing the game to make if fair for everyone. What you lose in restrictions you make up with out of game communication and being able to pick your teammates, knowing you can rely on them and not have to worry about being paired with bad players. You can scream PUNISHMENT all you want, it doesn’t make it so.
You should be choosing to play SWF because you want to play with your friend and be able to pick your teammates not not rely on randoms that you may or may not be matched with. Not because you have the option to tilt the match in your favor and get features that the game isn’t balanced around.
You can hop lobbies all you want. The game isn’t what it once was, odds are you’ll end up queuing up as a swf because it’ll take too long to get matched up with them.
You choosing to play chill is your choice. You’re handicapping yourself. And if you are playing chill, then the restrictions that will apply when you queue up as a swf shouldn’t matter since you’re not interested in playing competitively.
Who says anything about playing chill? There are other reasons why people are restricted from using voice chat.
If people have kids and a baby is sleeping close to them they can't talk. Is the choice of having a child also handicapping themself?
Hell with that logic why bother changing anything at all. If you play soloq you are handicapping yourself and the lack of communications shouldn't matter since you're not interrested in playing competitively right?
At the end of the day giving kindred to solo only or giving kindred to everybody solves the same problem. As swf on comms has that information anyway.
Taking it away from swf seems just spitefull and is a massive feelbad mechanic.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498207#Comment_3498207
No, it’s not punishing people for having friends. It’s balancing the game in order to make it more fair for people who don’t have the advantage of outside communication. That communication and the resulting coordination is more than enough of an advantage if the devs ever decide to restrict in game information for SWF.
You can say it's for balance and to make it fair but at the end of the day you have basekit features taken away solely because you decided to play with friends. If you have a 2 man swf you lose coordination with half your team and your entire team if you don't end up using voicechat. That is undeniably being punished for playing with friends.
Why would i still use the swf option then? It just handicaps me for no reason other then the assumption that we are going to go navy seals on comms. Why shouldn't my friend and me then hop lobbies untill we are together in soloq so we can have the benefit of both the base kit features and swf. I know people will do this cause that's what they did before SWF was introduced.
Taking features away because you want to play with friends is a horrible idea that will just drive people away.
If you give kindred basekit to soloq you might as well give it to swf as well. If they use comms they don't learn anything they couldn't tell eachother and if they don't they don't get punished for no reason
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That's what happens when the devs listen to a community where the mayority are absolutely clueless about the game they play.
Hard buffing a killer that never was bad to begin with cause everybody shouted how weak and the worst killer in the game she was despite being in the top half in terms of kill count.
They should go back to making changes based on stats. This community their feedback obviously isn't worth a lot
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Isn't that just punishing people for having friends? Not every swf uses comms you know.
This kinda thing is going to promote lobby hopping and the matchmaking gets screwed by dodging enough as it is
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Yeah, outside of playing Legion and keeping everyone injured not much you can do.
Easy fix though. Let FtP apply deep wounds to the user.
They put this safety switch for preventing endurance abuse in so might as well use it
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I don't think any killer is a good representative of any country.
What killer makes you say "the way they viciously slaughter people is such a good representation of my culture". That doesn't sound like representation you want.
Skull merchant has a lot of issues. Her nationality is by far one of the least of it
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@ASurvkillivorer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496756#Comment_3496756
Wait what? Tell me how I can use the 31 killers to finish his challenge.
How will you finish his challenge if they do as you ask and delete him?
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Tbf she wasen't good in the ptb. They cut her tv cooldown in half. That improved her a lot
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490585#Comment_3490585
Then they'll just afk under the hook, run to the killer, walk around doing nothing, troll, etc. You can't force someone to play a match they already mentally checked out of. Better for everyone to let them DC and replace them with a more useful bot teammate.
Then they will get reported untill they get banned
If you "mentally check out" enough times for the DC penalty to matter you should stick to single player games.
It's not going to be better for everyone if the mayority of your matches are going to have 2 bots. They are not that much more usefull.
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@Komi said:
So because players have invested the time to play a killer in a way that they can face actual top competitive survivors and win, it means they should have it taken away? Im all for the idea that everyone should be allowed their fun but it goes both ways, the SkullM mains did nothing wrong but put their strength in late-game which should be allowed even if its "not fun". Personally I never understood the hate for long matches, sure 20min is the sweet spot but it isnt a mandatory rule.
He didn't win though, they all escaped after 50 minutes.
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Oorrrr you remove the ability to hook suicide?
I'm suspecting it might happen when the anti camp measure comes around tbh. the fact that you can unhook yourself even when on second stage with it suggest that some parts of hooking stages is going to change and i can see not being able to unhook yourself by base to be included in that
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483669#Comment_3483669
Do the maths, that is all.
Everytime you draw 5 meters with the killer you get 2 extra seconds of chase with MFT. It means that when the killer breaks a pallet or vault a window you get 2s of extra chase with MFT. Those 2 seconds can be used to reach a new loop 90% of the time.
Old DH gave you that extra time only once per chase. With MFT you get those 2 seconds till you get down.
That is pure logic, i do not even udnerstand how you cannot see it.
I loop way longer with MFT than what i was able to do with old DH.
I'm a big fan of maths but it does not say all there is.
If a huntress hatchet is flying towards you MfT won't do anything. Old dead hard could save you.
If you get caught in the basement against a trapper and he trapped the exits MfT does nothing, old dead hard trapped the trapper.
If you loop the killer and suddenly they moonwalk in your face unexpected MfT does nothing, old dead hard could save you.
Any killer that has a speedboost greatly diminishes MfT. Blights Nurses, Spirits all don't care about MfT. They feared old dead hard
I wouldn't even call MfT better then endurance dead hard. Let alone Dash dead hard
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They did already nerf it.
Basekit bt+haste means you can make it 44 meters before you can get downed. If you have a bit of sense of where good loops are you pretty much always have a fighting chance.
And while i do agree it's a tad too effective (or rather spreading hooks is too innefective) it's really not that high on the priority list.
First off it's clearly intentional. It's a elimination based game. Why are you playing a elimination based game and then be upset you got eliminated?
If you die first in games like fortnite or amongus or whatever are you also upset?
Second for the "it's not fun" argument. Yeah it's not fun when you are eliminated quickly. Just like it's no fun when you play a fighting game and get flawlessed in 20 seconds. Or get projectile spammed when you can't deal with it.
You know what those things have in common? The mayority of the time it's cause you played badly.
95% of cases being tunneled is a excuse of the survivors misplays. Unhookers dissapearing the moment the unhook has happened, survivors running to the edge of the map where they are cornered instead of to the center, survivors not knowing how to run the main building of the map and prefer to run to unsafe pallets, etc etc etc...
If you play a fighting game and you refuse to learn how to block, can you really complain about getting rushed down? It's 100% in the killers hand if you get tunneled but outside of 2-3 killers with busted addons it's all in your hands how effective it is.
Third the no playing argument. This one is just plainly wrong. That's the argument for camping. You are playing the game when tunneled. You're playing the most excitting part of the game even. It's up to you however how long it last.
Fourth it's just the most logical thing to do. As long as a survivor on dead hook is equally efficient on gens as somebody who has never been hooked it's a fool's errant to not go after the one that's eliminated faster.
If you play RPG you also want to focus one enemy at a time unless there is a mechanic added that specifically makes that less viable.
Which is ultimately the price that's going to have to be payed if you want tunneling nerfed.
Why are the devs afraid to nerf tunneling? Cause 4 survivors are by design overwhelming for the killer.
Unless you bring hefty nerfs to the survivors by penalties on being hooked for the first time or whatever then that's not going to change.
Do want to clarify that i would like seeing tunneling not be the end all be all strategy if you want to win. But it's pretty clear that some drastic changes are going to be needed if you want to remove that option
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@Th3Nightmare said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478976#Comment_3478976
I respect your opinion, but the comment is ridiculous.
Freddy needs help, myers too, trapper too, PIG too, despite the stats, you know what's better than the stats? A player who has been playing the game for 7 years (ME) and I assure you that those killers are destitute, it is very easy to say that all the killers, despite the statistics, all have a good kill ratio, when really in practice I play a lot with them, and at least it makes me want to uninstall DBD, because I can't do much with them, the players I mostly get are good, and I assure you that catching a good player with a pig is impossible for me, Freddy has many lacks in its power, a power that is too outdated and quite badly planned where it can be improved in many aspects to make it more fun and more used, but hey, the community has an orientation on statistics and I assure you that it is not everything.
I agree that some killers do still need help.
Disagree harshly that one player who has 7 years of experience is worth more then stats
According to steam right now there was a avarage player count of 46,366 players. Even if we assume half of them are in the lobby there are an avarage of 4,636.6 matches being played at any moment in time. That's 231.8 matches with the top 5% of players at that time. And that's only pc, console not included.
I hate to say it but your personal experience would only be a deciding factor if you would be applying for a comp team. It pales in the grand scheme of DbD.
That's not to say it's completely meaningless ofcourse. A veteran is going to have a lot more detailed and accurate feedback then a beginner.
But at the end of the day you are one human who is going to have biases cause that's what humans do. One day of stat gathering is going to be able to tell so much more about the game as a whole then your entire 7 year experience.
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Going to blow your mind now.
The game in itself isn't focussed only on kills.
The only thing in this game that purelly and solely looks at kills is a hidden number which the community started freaking out about. Thinking they are only good at the game if invisible number is high.
If you completely ignore that number you can't even see you can play however you want.
And if you do go the chases route you generally will make more bloodpoints, more emblems and that funny number that isn't explained in game in anyway can do it's job and face you against people that you can pull that off against.
It's not the game that is obsessed with kills, it's the community. Why change something that the community is so obsessively fixated on?
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You do know only survivors get bots right?
What are you going to do? Only remove DC penalties for survivors? The community will love that.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484781#Comment_3484781
It's hard for the game to decide when 'they have no way of getting back up'. Technically there's always a chance to get back up if the killer picks a survivor up, it's always 'possible' that the survivor wiggles free, somehow gets away from the killer and picks everyone else up. It's incredibly unlikely but it's possible. Of course the killer may decide to just not pick them up to be safe and then yes, there's no way for them to get back up, but the game has no way of knowing if the killer will pick them up or not.
There's also the chance that if the killer hooks a survivor then they can kobe, or has Slippery Meat and stacked luck.
But yeah if all survivors are downed and the killer doesn't pick anyone up for a certain amount of time I'd be fine with them just auto-ending the game. Though that would then encourage killers to always leave people slugged and never risk hooking.
I don't count wiggling free on purpose to avoid people just running to a unhookable corner when a hook is gone
Not counting kobeing cause imo that shouldn't be in the game anymore and i hope it's going to dissapear when the anticamp stuff comes around
I don't think it will encourage it more then it is now. When all survivors are down with no way to get up the game is pretty much over regardless if it happens instantly or after 4 minutes
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Can you imagine how rediculously easy the game would be if you could sneak to a gen, uncrouch and always get a hit no matter what.
I wouldn't mind increasing the cooldown slightly as it is a bit lenient but removing them is a tad extreme.
They have literally been in the game since day one
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The only thing that needs to change is if all survivors are down without a way to get back up that they all get sacrificed to prevent bm.
Mayyybe something about when there are only 2 survivors left.
Other then that it's fine
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484691#Comment_3484691
I 4K'd most of them with this...
End game trapper is a coin flip on how well it works but it's satisfying as heck if it works
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No, map prevention is all great and good but people's queue time shouldn't be affected for variety
If one killer is that much funner to play then the rest then the rest need changes so they are also an option
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483125#Comment_3483125
The problem with the concept is you would serve your tunneled teammate far more by sitting on gens than running cross-map to soak the first hit, healing up, then taking 2 in a row. To be fair this version could be the 'Corrective Action' of chase perks, but both would serve to be equally bad, instead of allowing for MoM to serve its current niche. At least with current MoM I can take a prot hit and Sabo the hook the Killer is going towards, and if they drop my teammate then they are safe (from hook) and I drew aggro effectively. That version disabled on Sabo, so you couldn't be useful even when trying.
The proposed MoM had the same problem as Pyramid Head barb-wire, in that your opposition is almost entirely in control of whether you got to use it. Some people crouch mid-chase to deny Pyramid Head's power, preferring to get downed instead of giving a free cage. The same problem existed with the proposed MoM, as very few spots the Survivor could truly force the Killer to hit them instead, such as blocking shack doors, or under hook when a Surv is carried.
On paper I did like the proposed change, then I tried to make use of it and the PTB Killer essentially laughed in my face and made me regret my decisions, and PTB matchmaking would have improved my chances compared to live.
Yeah that wasen't my experience at all
I could make tunneling for a lot of killers a huge timewaster that more then made up me not being on gens all the time. Not never mind you, only when it was needed.
I ran it with unbreakable and could bodyblock 3 times for a survivor and just pick myself up if the killer still wanted the one survivor dead. With how soloq is sometimes i saved way more time delaying the tunneled persons death then i would have sitting on gens. I have body blocked a hook for 3 hits causing the person to get off and then picking myself up when the killer still went after them.
The only times that MoM failed me was against killers that don't care about bodyblocks like nurse of bubba but against them the current version of MoM is even worse. I have been able to get endurance MoM to trigger against a nurse. Current MoM never.
I am 100% convinced endurance MoM is a better perk in pretty much every aspect compared to current MoM and it was reverted way too quickly before the community could actually play around with it.
It wouldn't piss me off as much if people actually used the trash tier they reverted it back too but nobody does. They picked up a perk from the thrash, tried to make something out of it and this community was like "no no put that back in the trash, i like it there"
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483097#Comment_3483097
Sorry but that MoM version was unplayably bad. Yeah you could get MoM in 2 stacks instead of 3, but it told the Killer MoM was ready instead of after it was used. They could aura read you when it was prepped. Since it gave endurance, if you touched a gen/totem/provided any value in the game, you lost it and had to regain the 2 stacks. It told the Killer 'don't hit me, I'm worthless to my team'. That was after you had to throw by giving the Killer 2 free protection hits. At least with throwing to give 3 free hits you get an extra damage state that can stack with other forms of Endurance, and still do gens or unhook and heal allies. To be fair this variant was a decent hard-counter to drain STBFL stacks, but most STBFL users are like Demo who can damage you with their power instead.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483080#Comment_3483080
The best changes I can think for Grim Embrace is allowing it to activate multiple times as long as no one is dead (promoting hooking each Survivor, then each Survivor again), and revealing all players if the Obsession is the final stack, instead of revealing the hooked Obsession. Alternatively applying Incapacitated to all Survivors if the Obsession is the final stack. This way Survivors can't just heal or bless/cleanse totems instead of doing gens, and Incap doesn't prevent unhooks, so it wouldn't kill people on hook.
And this right here was the problem. People just became immune to damage after taking a hit for someone who is most likely being tunneled and what do they do?
They run the hell away!!
That's not the perk being bad, that's the people using it being stupid
MoM now requires you to take a hit, heal up, take another hit, heal up again and then take another before it even does anything. That's the most stacked medkit and 48 seconds if you don't want to rely on your team
With endurance MoM you needed 1 protectin hit and a heal and you were ready to block for a tunneled person twice in a row. That's half the amount of time wasted.
The aura read and deactivating on actions was completely irrelivant if you did what the perk was suppose to do and protect your teammates.
It was a pretty effective anti tunnel tool. All it took was to not be selfish while playing the team role. And dbd survivors are on avarage so bad they couldn't get their head around that
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One of my favorite perks in a while, works wonders on Billy
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MfT is overrated imo
It's very strong, no one sensable would disagree with that but it really isn't an autopick above other exhaustion perks.
Against any killer that has some kind of mobility power it's effectiveness is greatly deminished and those tend to be the killers you face.
Even non-mobility killers can outplay it with mindgames, MfT doesn't have the invincibility that old dead hard had to get you out of that situation.
To me the killers who complain about just MfT are the killers who just mindlessly follows the survivors pathing without any attempt to cut them off.
The only time MfT is a problem is when stacked with Hope as it more then doubles how effective hope is vs 4.6 m1 chasing. But even that is only in the end game
Remove Hope's ability to stack and MfT is fine
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I'm still angry about the MoM revert.
It changed from a meme perk that you have to throw the match for into something you could actually use and for some reason people really hated the idea of it being usable.
Why the hell would you revert back to the state where nobody used it? Cause the community can't judge a perk to save their life?
That small period of endurance MoM was the best version of MoM that didn't break the game
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Billy desperatly needs part of the speed of the engravings addons as basekit. It's a nightmare to play him without them
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At least 4 more months till MfT nerf
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Also important when taking a extended break to completely step away from the game.
Taking a break from the game but still visiting the forums everyday where you only see negativity isn't going to make your break very effective as you hyperfocussed on the negatives without any chance for the positives to happen.
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If a arsonist burns down a family's home and a insurance company pays to cover the family's cost does the arsonist not need to go to jail anymore?
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@WeenieDog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471547#Comment_3471547
You wouldn't be able to anyway as theres 7 tvs and you'd need 10 tps.
105 seconds for 7 tps, then 70 for a reset, then 1 more 15 tp cd for 190 seconds. Survivors would have to do nothing for 3 minutes and 10 seconds before they'd get condemned.
Condemned is really hard to balance, and I personally feel like it will always weight killers' power budget down.
Don't forget about the new tape changes too
If she could Tp 7 times with no cooldown and then find someone with a tape and hit them twice they would be mori-able.
15 seconds is a bit too long imo but I do agree there needs to be some cooldown
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They want people to use perk for the perk effects and not feel forced to play them just so they don't feel like they missed out on bloodpoints.
Which to be fair is a good reason. I know every single time i equiped Prove it was for the BP and not the actual effect and i didn't want to remove it cause of the bloodpoints. And it was waay worse with WglF and BBQ
The grind has been reduced so drastically that it isn't really needed anymore
It feels bad at first but the breath of fresh air being able to freely choose perks without fear of missing out on bloodpoints is worth it imo
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I can't believe i'm saying this but Billy is still a pretty fun killer if you put time in him.
Despite the changes
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I can't believe i'm saying this but Billy is still a pretty fun killer if you put time in him.
Despite the changes
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@Saiph said:
Skull Merchant is such a giant red flag, it's very unrealistic to expect a fair game. It's just basic psychology. No reasonable person likes this killer, on both sides. So if you're facing someone who picks her, especially during anniversary, then you're most likely against a maniac. The SM player either plans to ruin your day or hold you hostage. There's a reason why your teammate DC'd
(btw please don't unhook in a 3v1 your teammate almost certainly wanted to get out)
Yikes...
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@ThanksForDaily said:
Engravings billy players are predictable and boring asf to face. Like you play against the same player everytime. Sorry.
There are so few Billy mains that it probably is the same player everytime
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470235#Comment_3470235
They really can't do that now. Well they can, but they'd never hear the end of it from the community. They opened the door with David. There's no going back.
And before anyone says, "But what about Nurse, Felix and Legion?" Yea, they could've done all characters the same way they did those. Instead they made a big deal about David being gay which was anything but treating him the same way they did with those characters.
I really doubt people would be angry if a sexual orientation was subtly hinted at.
Outside of those individuals who's default state is anger
Most would be glad the reprisentation would be there. It doesn't always need to be in the highlight, it just needs to be there