Spectralfx
Spectralfx
About
- Username
- Spectralfx
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@BlightedDolphin said:
Ormond isn’t too bad. Borgo and Cowshed are much worse. Thankfully Cowshed is getting updated though.
Garden, Badham, Borgo are the 3 main maps that need changes now.
I can see the argument for Borgo, but I think people that think that Ormond is fine just don't play M1 killers with no mobility ability.
honestly, it really is an issue.
-
far beyond t-bagging is when they all wait at the gate forever and unless you actually walk them home they won't leave.
like seriously... bunch of kids.
-
@nars said:
You heard that right folks! WESKER HAS BEEN NERFED. Not because he was broken or because he needed some tweaks, no no no. But because bad survivors complained about his techs and mechanics. Two nerfs hsve happened over on the PTB:
- Wesker cant turn camera mid dash, forcing 90d instaflick perfect predictions just to land a hit.
- The previous nerf completely removes urobending
- Wesker will now just slap survivors mid vault instead of grabbing them
All of these nerfs are stupid and should go. The first one is the dumbest of all, making him unplayable. The second is just sad. Urobending was just to secure the injury on a hit you ALREADY EARNED. The only reason you wouldnt get the hit on a bound is map geometry placement and survivor positioning, urobending let you actually get injuries every bound consistently. The third... why? Going for vault hits is risky enough already, you could potentially lose massive distance for getting outplayed. Currently, if you go for that risky hit and land it you are rewarded with the survivor effectively having a shorter onhit burst. You took the risk of losing massive distance, it paid off, so you are rewarded with massive distance. Seems fair to me. But nope! Recently some survivors who didnt understand that decided it was broken and should go, complaining on the forums about it. And tose same survivors are the ones complaining about hug techs and urobends.
Thanks devs weskers unplayable love ya
They keep nerfing killers like there is no tomorrow while releasing absolutely crazy good stuff for survivors ... oh they nerfed old DH and CoH you say? Worry not, Gabe and Nicolas Cage (feels like a fever dream even typing that one) will come to your rescue with new, totally broken perks for survivors to have more free win with...
of course they will now consider even MORE built-in perks for survivors because those mean killers are killing people!
oh and yeah, here some nerf for Wesker and Sadako.
man ... I am so tired of how their biais show patch after patch...
-
I thought Sadako was like Hillbilly and trapper ... there still "mains" for them around?
-
@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475133#Comment_3475133
In regular games I'd say a SM 3gen annihilates most survivors. objectively its very easy to stop but throw in MMR and soloQ gaming and its a mess.
"against a bunch of bots, Sadako feels top tier" does not make Sadako top tier in any ways.
sure, I could beat up a [insert anything cute and weak].... but that wouldn't make me appear strong.
the reality is found when you observe the best players there is execute the best play possible. that's how you balance.
you don't balance around people who just don't know how to play yet, or play at a self-inflicted disavantage.
-
@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475125#Comment_3475125
Yeah their possible on every killer but they arent unbreakable free wins on every killer. I meant realistically only knight and SM could cause actual balance issues related to 3 genning. Against everyone else its a skill/soloQ issue.
I'd disagree that its even a problem to begin with.
it's their gimmick... they can lock down a small portion of the map really tight but can't hold to the rest of it due to a lack of mobility and huge map.
its literally a one trick pony... people are mad because as a casual gamer ... they never had to adapt to anything of the sort before.
when you watch comp players they mop the floor with those strategies because it turns out since they nerfed CoB and Overcharge ... well... nothing can stop a good survivor team rocking MFT, Prove thyself and BNP.
its not even hard to understand, Dark souls players know that its a classic case of "git gud", no offence intended.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475117#Comment_3475117
na 3 gen are possible on every killer. every killer has different-level of power in 3 gens. some are really good at it while others are little bit worse. It is just that against very very pinnacle top survivors, 3 gens are not viable. you are not going to win a top-level team as wraith playing 3 gens even on dead dog saloon.
+1
-
@VaporLion said:
its really not a problem. its just mediocre combined with other exhaustion perks and not better on its own than balanced landing for instance. So i think its in the perfect spot.
Its weird to me that as soon as 1 perk that get released is useable, everyone starts jumping and hating on it, while thats exactly how it should be. New Perks should be useable
it's in such a perfect spot that every game I see anywhere between 2-3 instances of it.
It's literally a 1 for 1 replacement of the issue we had with old DH.
its not even slightly different, its literally the same pick rate as when DH was problematic.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475100#Comment_3475100
in order for bvhr to kill 3 gens, every map must play like Ormond.
no, that's how you kill DBD actually.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474511#Comment_3474511
The dev stated in q&a that they do not like 3 gens and would like to change them. So if they do change 3 gens, every map will be like ormond. in other words, unplayable vs good players. I imagine at one point, they will make every map have ormond-level type gen spread. Some maps may increase in total map size to accommodate the change.
so they want to give free wins to survivor, noted.
-
@Chiky said:
Make deerstalker base kit. I don't want to bleed you out, I just wanted to kill the other survivor and come back to you, but you moved and I can't find you anymore...
This, why do survivors don't get that!
if you crawl in a corner to avoid the final hook ... guess what, you might get bleed out to death by a timer and the responsible for that lies in the mirror.
-
@TickTackBoooom said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474885#Comment_3474885
I mean I hate to say it but you literally don't contribute anything at all here.
You are just ranting about a few survivor buffs (who were pretty healthy for the game imo). I even have the issues with MFT and Plottwist listed, these would need to be adressed before a buff like this can happen to No Mither.
wow, how rude.
but perhaps I hope you do not tell people who disagree with you in every day life that they don't contribute.
perhaps its okay to have disagreement, but there is no need to be rude like that.
have a good day I guess :)
-
@Leon_Scott_Kennedy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474887#Comment_3474887
The counter is using things that cause exhaustion, if you think 3% haste is making you lose killer games then you’re probs just a bad killer, never had a problem with mft as killer
yikes, I wish that such a good exhaution causing perk existed, that would be nice.
-
@Leon_Scott_Kennedy said:
Stop complaining, mft is counter able with the thousands of perks that cause exhaustion and killer addons that cause exhaustion, if you have problems with it then run those, genetic limits in itself completely nullifies mft endurance ability
there is no counter to MFT, its a flat out free 3% and a free Endurance (I guess to some people ... healing others is a ... cost?)
-
@TickTackBoooom said:
Hello everyone, I just made this account while the Nicolas Cage 7.1.0 PTB is up to give my feedback for once. I'm a veteran who started playing in 2017 and I have about 5k hours in game.
Today I want to talk about No Mither and right off the bat I know the developers want to keep this perk as a "hardmode" for Survivor.
This perk has been in the game for an eternity and while others see a big red flag in this perk (you maybe see it in one 1 out of 400 matches) I see missed out potential.
My issue with No Mither is that its not appealing enough to select this "hardcore mode" You basically downgrade yourself to one health state the entire match for nothing. There are to ways to choose from how you could fix this situation:
- Give a BP Bonus for choosing the perk, and the bonus needs to effect your overall bloodpoint score kind of like a Bonus BP Offering (I've always wanted the other BP perks do that too tbh.)
or
- Give the perk a healthy change while it still keeps the "hardcore mode" image
Now what do I consider to be a "healthy change"? Simple: It adds fun gameplay, is balanced, takes low effort for the Devs to implement and shadow buffs/nerfs other mechanics/perks in need
The Change for No Mither we need:
Just add this simple effect:
After safely unhooking a teammate, gain the Endurance Status Effect. The next hit you receive by any means puts you now into Deep Wound instead of the dying state. Endurance is not gained when you are already in Deep Wound when this effect activates. After you are put into the Dying State the effect will need to be recharged again by safely unhooking a teammate.
Now listen to all the possibilies and side effects with this change.
First of all, the perk is still a "hardcore mode" for Survivor. A stealth killer surprises you at the start of the game, you still die instantly. You get sniped by Huntress with Lethal Pursuer, you die instantly. If you get chased by a good killer player in the beginning of the match you will still die most likely very quickly.
On the other hand you are experiencing the high reward of surviving Insta-Down attacks like Myers T3 or both chainsaws (Cannibal and Hillbilly)
Positive Side Effects:
Perks like Resilience and This is not Happening are shadow buffed.
Perks like Thanatophobia and Blood Echo are shadow buffed.
Stealth (Low Tier) Killers are shadow buffed, but ONLY against Good Players who will most likely run this perk because they are not afraid of the injured health state which is highly needed.
Survivors will try to get the first unhook if possible and therefore linger around the downed teammate so perks like Infectious Fright and Awakened Awareness are shadow buffed.
Issues:
Plot Twist and No mither = Corrupt Intervention Cancel
Corrupt needs to go away only after someone is put into the Dying State by an Enemy (not Plot Twist and future perks)
Made for this Nerf is heavily required. It's still required without this change though.
I've had this idea literally for months now, though I had no idea how I could actually get this to the Developers. I hope you see this. I deeply care for your game and it will always have a place in my heart.
who cares that you have 1 health states, the game now gives you some for free at every corners. Now you can body block from the unhook and make a run straight to the gates and escape in end game thx to FREE endurance.
No mither, while not "good at all" is not nearly as punishing as it used to be due to how many things have been made basekit for no valid reason other than survivor mains crying all over this forum about playstyle XYZ a killer may have. Plus, you have a broken perk to abuse it with in MFT as well.
Also, currently, when combined with plot twist, it has the potential to break yet another gen slow down perk in corrupt intervention and potentially blood warden as well (not that the later was good to begin with...).
The last thing we need is a buff to no mithers as its about to unleash the worst gen rush meta that we never seen before.
Good lord save us from a survivor only expansion that provides them with yet even more game breaking perks... while also providing a debuff to most killer with a new, uncalled for, look down animation...
-
cry me a river, here's a match as killer.
4k no pips.
-
@aliensupererstar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474837#Comment_3474837
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474803#Comment_3474803
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474790#Comment_3474790
Legendary actress and star of acclaimed horror movie “House of Wax” , also chanteuse of classic song “stars are blind” anything else?
oh its the one that had that scandale with the tape, I remember now.
-
@Reinami said:
The problem with made for this isn't that it is really OP all the time. It definitely is too powerful when combined with other movement speed effects, and against killers that already struggle like trapper, pig, sadako etc. It just makes their lives much worse than it already is. Basically, against the top tier killers like nurse spirit and blight, they aren't gonna care about it. But the lower tier killers are struggling against it.
Secondly, it doesn't have any downside and the survivor doesn't have to do anything to earn it. To "earn" it, you just get hit. You get rewarded for getting hit. How many killer perks have been constantly nerfed because the killer gets rewarded for "losing" like NOED? It is going to activate 100% of the time in a chase against any killer that doesn't have an instadown, exhaustion causing addons are in very short supply these days, and last so short that they aren't going to help very much.
I'd argue even that other perks the survivors have access to have downsides, have to be earned, or about punishing the killer for doing something specific such as camping, or tunneling, or the survivor has to earn it, like the current dead hard.
There are also so many really strong buildings in the game that have really tight loops that already are hard to deal with, that the extra movement speed turns them into infinites. Main building window on garden of joy for example, is an actual infinite against some killers when made for this is in play.
+1
the OP is entirely right.
-
Who?
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474695#Comment_3474695
60% is half half 😁 and there absolutely are no blight mains with 1000 wins in a row....
Here we go again. Count my wins and make them even with other side wins. But losses are an exemption. They absolutely can't be even, because that would spoil my fun. Rather take my losses AND draws and match that with the other's side losses - because I just deserve that. Also that's fair thing and saying this absolutely does not make me entitled.
Ah yes, stating the exceptionnal case acting like its the rule.
such a mighty argument do you present to us here /s
-
I am not sure about that, what if the killer is trying to secure the final kill and you just pull the rug from under them with that "feature"?
the goal isn't necessarily to be toxic, its just to prevent a free hatch escape in hopes to attain merciless killer or just, plain a simple, a single pip.
in so many cases killers don't get rewarded even on a 4k and I feel that would create unintended issues for legitimate players.
-
I disagree with OP...
we don't need more pay to win in DBD.
-
@ili said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474656#Comment_3474656
it's not strategy.
yes it is a strategy.
allow me to elaborate.
if you are facing a group of survivor who are playing altruisticly, with let say, the intent to do triple flashlight saves and use a combo of boil over and flip flop...
Slugging is literally the play any killer SHOULD do, its the clearest counter play. Otherwise, while it may seem "unecessary" to some, it is also at each players discretion what strategy they choose to employ, successful or not, face camping buba or not, it is not against any official rules of the game... just against the made up rules survivors have for killers for some very strange reason.
I have made up a rule that states that survivors should line up to the hook and let me kill they with no effort for free... unfortunately, that rule didn't seem to get any traction within the community so far :(
but I understand, not everyone can be so gracious as to simply take the L when outplayed, I am guilty of that vs MFT and old DH... it happens even to the best amongst us.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474545#Comment_3474545
Ah right. Because it's fair to win 1000 games in a row. So balanced. 100% winrate is the only acceptable result for some killer mains - even in game with huge RNG factor
I don't know in what fantasy land one needs to be to make such a claim.
most killers have kill rates well under 60%
which means, on average, its half-and-half, so a coin toss.
but hey, its numbers, I guess those can be hard for some people, no offence.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474647#Comment_3474647
Yeah but there's no way at least one of you don't depip unless the one getting facecamped is always the random
what random?
we run 4 people.
-
Don't mean to double post but here is a relevant set of screen shots.
played that match but as soon as they realized I was playing knight, they gave up instantly and I couldn't get a pip for a 4k.
If I really wanted I guess I could have slugged them and force them into chases but I feel that would have been counter to what the community wants to see in the game overall, plus that would have been super boring.
Killers should be REWARDED for getting an early 4k with a GUARANTEED 2 pip. not the other way around.
nopip1.png nopip2.pngdon't get me wrong, I think its funny to me when they give up like that without even trying, but what pisses me off is that, as a player, I get penalized for making a good early play that discourage the enemy team.
-
@Depressedlegion said:
When a killer is near you while your down, you should get free unbreakable to stop stuff like it. It's annoying and toxic. Definitely needs adjustment, but that is the general idea.
"new anti-toxicity feature, if the survivor blinds you twice in a row, survivors within 32 meters get insta-downed and mori is available to killer for the rest of the match."
that's how that suggestion sounded to me. Just because you are unhappy about the strategy used against you, doesn't make it toxic.
It's a competitive pvp game, killers are not going to bring you hugs and candies, get real.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442985#Comment_3442985
So you're telling me neither you or your mates never get tunneled and camped by a facecamping bubba?
We do but we usually win with a 3 man escape at minimum because me and my buddies understand that being on com is valuable and we just smash gens.
its not hard.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474524#Comment_3474524
Sure. But killers should be all balanced around C33+alch ring blight. It's killer's choice (more then soloQ being able to just spawn a few friends) to play M1 killer instead of S-tier one. Same logic. Same free wins for killer
the game already is lol
-
@Crowman said:
A survivor willing putting themselves into the dying state and using up their free instant heal at the start of the game is still good for the killer.
not really if it disable 1/4 of the killers kit forever.
its 1/4 of the killer's kit vs 1-2/16 of the survivor's kit.
its basic math at this point, not hard to understand.
-
@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443218#Comment_3443218
You do get low scores for just looping the killer though. Heck, if they over committed to you and all you did was looping the killer you're lucky if you don't depip. You also get low scores for just doing the gens and are lucky to not depip if you're one of the other three survivors in that match.
I suppose both sides run into the "frustrating levels of out-of-your-control" issue after leaving the MMR (or whatever) bracket where they can successfully and purposefully play for pips - though I do believe killers have more tools at their disposal for a workaround. Which doesn't change the fact that a workaround should not be necessary in the first place. Ergo: depipping should just not be a thing.
It's because the devs thinks that certain playstyles shouldn't get points and they reward specific things without understanding that getting many hooks against a bunch of toxic survivors that run Boil over+flip flop and a bunch of flashlight isn't going to happen, the play is to slug the little a-
but then you arrive at the score screen with your massive early 4K and game depip you because survivor are crying due to the consequence of their own freaking action.
-
@Krazzik said:
By 'gen rush' I mean survivors simply focusing efficiently on gens, because that's all it takes. Good toolboxes and certain perks can help shave time off but really all it takes for gens to fly are 4 survivors who actually sit and do gens at every opportunity.
I understand that balancing gen time is impossible, because the difference between 4 solo survivors just chilling/doing archives and a SWF (or even solos) who sit and do gens as efficiently as possible is massive, and you can't balance around efficient gentimes without making it almost impossible for the other group.
In the meantime though it just feels bad when I can find survivors and end chases quickly and still lose because that isn't enough slowdown on it's own. Against efficient survivors, if you aren't playing a top-tier killer you NEED good slowdown, and that's becoming increasingly harder to find thesedays.
bro people need to stop telling us about Solo Q vs SWF.
the reality is, the game is played AND SHOULD BE BALANCED around SWF, if you play Solo Q, its on you.
the whole point is that this game is meant to reward survivors that works as a team... but right now, the "reward" is just, free wins after free wins... with almost no effort.
everything is constantly being nerfed on the killer side and after years of saying DH should be nerfed... they nerf it but then turn around and IMMEDIATELY release MFT, what the actual ...
-
@jesterkind said:
I feel like the fact that one of the survivors in your trial is running No Mither more than makes up for the fact that your Corrupt ends early.
I don't think it warrants changing on these grounds, it's a one in a million setup that would never become a meta strat solely because it's still a net negative for the survivor bringing it. No Mither requires very specific builds to work properly, and even then it's a risk. Getting to deactivate Corrupt doesn't change that.
I disagree, it provides far too much agency to survivor, denying ESSENTIAL pressure from the killer.
team that up with a BNP team and Made for this and suddenly you have a survivor that can tank 3 hits from the start of the trial thanks to endurance while the rest of the team just SMASH gens like there is no tomorrow with Prove thyself.
1 survivor with no mither means NOTHING considering all the free built-in everything survivors keeps getting to safeguard "their fun"
meanwhile, everything that can possibly be done to undermine the killer's fun as been enacted for 2 years straight
-
@possumisprime said:
My main concern lies during the end of the game, when there is 2 survivors remaining. I actually got an accurate time just now since this has been happening a lot lately.
If a killer slugs at 2 people remaining, it takes 3 minutes and 43 seconds to bleed out while moving (this was with Sloppy, I wasn't sure if that actually made a difference still or not). You have to sit on the ground for almost 4 minutes if you are so unlucky to be one of the two remaining. All to avoid a hatch standoff. (This isn't even including the situation where the killer almost bleeds you out, then picks you up so they can keep looking for the last person, but that's a whole other situation). Your only other option is dc, and lose all the bloodpoints you just earned, and get a nice penalty along with it.
With this being said, it's laughable that when I tried to report this a couple months ago I was told "sorry you had a bad game, but it's a valid strategy". It was a wraith. Who slugged all 4 people. And refused to hook them. But it's fine, because it's a "strategy". How does that not fall under "holding the game hostage"? I guess, technically, you can still end the game if everyone is on the floor but after 4 minutes is a little much. Name another game where a similar situation is acceptable.
I know a "give up" option is one I've heard thrown around about before, but my proposal would be that with two people remaining the bleed out timer should decrease significantly. Like at least 50% faster. Because that's still generous waiting around 2 minutes.
Additionally, there should be a mechanic to prevent the event above from happening for as long as it did, at least again for around 4 minutes. There was the talk of basekit unbreakable but it seems that idea has been tossed. So in addition to the above I think the more people on the ground the faster the bleed out timer is. And that's not even just sitting still, that's while moving by the way. That way if you really want to keep playing and for your teammate to pick you up moving is optional to start the faster bleed timer.
This is my biggest frustration with the game right now, and hopefully this is a good outlet to be heard on.
The only change that slugging needs is a buff.
-
@ReverseVelocity said:
Ormond? Garden and Badham have balance issues but Ormond is generally pretty well balanced now.
no, Ormond is a disaster.
the gens are spread out and its IMPOSSIBLE to pressure.
even a 3 gens on knight is UNTENABLE.
-
@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474440#Comment_3474440
Nemesis doesnt have a need to tunnel. Most Nemesis that do tunnel, tunnel for the sake of rushing a kill. Nemesis is powerful enough to not really need any addon. And sure, while initially Nemesis doesnt need to tunnel with this change, here's a simple idea: Corrupt Intervention. Now I have plenty of time to infect survivors and still tunnel.
And while I understand the ability to do more with Nemesis, I personally would love more addons that make the Zombies an actual danger. Something where my actions as Nemesis make the environment overall more dangerous. Having a bigger detection range and faster speed at the same time is something that has massive impact on the playstyle of Nemesis. Zombies can not only hear a survivor on a gen from further away, they will reach that place faster.
Zombies walk at 25% of survivor speeds and can already be annoying to deal with around gens. With Mikhails Eye, it's roughly 34% and they can already harass gens (especially if you have things that draw their attention). With the pink addon not adding 2.5% per stack, but 5% speed per stack (and the vaccines not respawning, FYI, forgot to mention that), you suddenly have Zombies that can walk 45% of survivors running speed. Add Mikhail's Eye on top of that, and you're close to 55%. Double Iridescent addon and everytime a gen gets done, you're looking at 85%. And Zombies can do something survivors cant always do: take the shortest route. Meaning that most likely, 2 survivors would have to run away from zombies for 60 seconds if stacked. You could even up the number to 10% per stack and you'd have zombies run for 110% movementspeed for 60 seconds if you have a double addon(meaning survivors basically HAVE to drop pallets not to get hit, which is easy to clean up).
And yeah, Zombies can be a bit of a reliability, but the zombie addons do make them less of a reliability. There should be addons that make his gameplay mostly around powering up his zombies, just as there should be addons where you can basically ignore the zombies.
every killers need to tunnel.
if you don't take out the one without MFT in the current meta you insta-lose the moment the last gen pop due to the hope combo... and considering the Prove-thyself+BNP combo people bring... IT WILL happen.
we are in an economy where 1st hook for killer means AT LEAST 2 gen off, if not 3... get real.
-
At least makes it viable to pressure the hale bay next to it so that killers can play the darn tile.
its somewhat possible to get there but its very killer dependent due to inconsistent geometry and it feels really bad overall.
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473032#Comment_3473032
I mean most of the endurance sources are anti-tunnel/scummy tactic counterplay, so I haven't run into them in any meaningful capacity. I just don't agree with 2 for 1 perks without sufficient conditions (Like No One Left Behind is crazy on paper, but only usable for like 10s every 5th match). I didn't even have an issue with the .5s DH because I saw so many failed uses (due to baiting/outplaying/latency), that I would argue I got more value from people bringing it than say Sprint Burst or any other perk, exhaustion or no.
Except MFT isn't there to counter any "scummy tactic", same with old DH.
oh, you got injured? here's a free effect.
that's the issue.
last time I checked, killer hurting survivors isn't booked under "scummy tactic", yet anyways.
-
@mizark3 said:
I do think MfT should have the endurance effect removed from it, as it really doesn't need to be 2 perks in one.
As far as the speed boost I have only had issue with it as Huntress/Doctor/Knight, and technically shack as M1 Killers just feels like you need to burn the 3 window vaults as fast as possible. Also even then I can just use the Exhaustion add-on as Huntress, allow the Survivors to have fun by not playing Knight, but Doc is just outdated and needs some QoL updates. Fearmonger and Blood Echo counter MfT effectively enough, and it's kinda like complaining about Prove Thyself when Discordance hard counters it.
I totally agree, we already have waaaaay too many sources of endurance in the game already, its such unfun to face as killer.
that's the very reason old DH got nerfed in the first place and, here they are, injecting yet more free health states into the game like they didn't learn how game breaking this is.
-
@Ariel_Starshine said:
It's not an issue. If my 10 year old niece can take out people with it easily on killer, I don't really feel it's that bad.
Leave it alone.
My cats makes 4 survivors escapes.
see? I can make things up too.
-
The issue with DS is that people don't pick it up anymore.
After all, if they did, they would have an answer to tunneling and that would be a big no no because how else are they going to use the fact the killer has tunneled as an excuse for their demise?
I guess they could still cry foul play for slugging while doing sabotage and running Boil over and flip flop...
-
@adaw0ng said:
Sadly they said last year that they didn't want people to choose perks based on bloodpoint gains and that was the purpose of queue/role incentives, so it was meant to be that PTS would lose that part (even though the bloodpoints don't exceed the cap for the category)
I can understand that.
Taking BPs off potentially underpowered perks can be a way to prevent a "noob trap".
Less experienced players could pick those and ultimately have fewer BPs due to poor results in matches.
I do agree however that Prove thyself and MFT are perks that needs the most heavy handed nerf hammers ASAP.
those 2 perks are pretty much free wins especially when paired with Hope and BNP... It's beyond me that those things stacks, its absolute insanity.
Nearly nothing stacks in the killer's arsenal anymore, we have a million restrictions, meanwhile they are spoon feeding free wins to survivors like there is no tomorrow.
-
@Dreh said:
I think there's no need to elaborate further on the subject. Simply put, 99.9% of killers NEED to use a perk in order to have a fair match. Since it has become a trend to turn fundamental perks into base kits, we can't overlook Corrupt Intervention.
+1
Give killers base kit Corrupt intervention and make it so that the perk itself now grant the ability to keep the gen locked even after a down for its full duration.
-
@Lixadonna said:
You Killers have plenty of perks that reward doing nothing for free.
no.
-
+1
I 100% agree with this post.
-
Not only is this perk freaking overpowered by itself, but it combos with Hope in a crazy, probably unintended way (How the hell does that speed boost stack!? nothing stacks EVER for killers!)
and then, to add salt to injury, you can even run current DH on top of it for that extra free health state in mid-late game and spawn more FREE PALLETS from the event.
its absolutely assinine!
Who greenlight that fiasco!?
-
Honestly, trying to argue with Gandor is pointless, that person as no ability to read a post they disagree with.
It's not a hard concept to understand for the love of god.
if you give agency to the survivors by giving them free stuff, they will ALWAYS seek to maximize their benefit from it by using it in unintended ways.
for example, body blocking with the endurance from hook during end game to guarantee an escape for the entire party.
the same concept applies here, if the case where they get to unhook for free AND get endurance on top of it, you can bet your mom that they will wait for the very last moment to self unhook to waste a maximum amounts of the killer's time while their friend just circle around close enough to trick the killer into a "proxy camp" situation.
the reality of it is that sometimes, the situation dictate that the killer stay around a hook to pressure the survivor, there is absolutely NOTHING wrong with that, not only that, but if survivors are smart, a face camper will play to their advantage as they are free to slap on gens at the cost of, worst case scenario, a single survivor death.
Survivors have way too much freebies as is, we need to either rollback those buffs or at the very least, offer something to killers that will help balance the game once more.
-
@AngelOfHope2017 said:
I would like to get people to rally with me to get some basic changes implemented with Dead by Daylight. I was happy to see everything I suggested before (about the HUD) was implemented. I have about 4000 hours in the game and I have over 17 devotion. I think that these changes would make my games a lot better! I'm sure they'd make other's games better too!
- Add a HUD for the four categories of blood points. This will help us to know what we still need to achieve in order to get the most blood points out of the game. It could be kept at the top right corner of the game.
- Let us see our MMR for each killer and for survivor. I have been paired with people that are either way too high or way too low MMR for me. I'm guessing the "MMR" system is not a true MMR system at all. Or, at the very least, give a detailed description of how the MMR works at BHVR.
- I know this one probably will never be implemented but it doesn't hurt to ask. Allow us to trade in lower tier items and addons for higher tier. For instance 10 or even 100 brown med kits for 1 yellow med kit.
- Show Daily Ritual updates in the game (similar to Tome Challenge updates).
- Show Achievement updates in the game (similar to Tome Challenge updates).
- Give daily rewards everyday for players that login for that day. If they don't login, they don't get the reward. It would encourage players to login and play. The rewards can be small or large.
- Give more codes for more bloodpoints or shards.
- Provide a stats page either on the web or in the app so we know how many kills, escapes, stuns, etc. we have.
If you are reading this, please let me know what you think :)
- sounds good.
- They won't let us see the MMR due to how broken the system is, they try to give us low queue time, not match quality, it shows.
- some kind of "shard" system that would allow me to get rid of the duds, like map offerings or other things would be nice for sure.
- sure.
- sure.
- hell yeah.
- aw wow, please god no. People are already as toxic as it gets, we don't need that.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468978#Comment_3468978
How would u exploit it? If survs come to hook, progress stops. If survivor intentionally drops in 3gen, killer still has at least 3 hooks he can choose from - and all he needs is pick 1 outside of his 3gen. Or go at it in a different way and still intentionally hook at 3gen (now survs need to be away for progress to build quickly enough - not allowing to work on gens and looking as they regress, or swarm the hook and stopping whole progress).
Devs stated, that the mechanics should work for facecamp instead of proxy camp or swarming or endgame secure. I see literally no way how to abuse it at all - not to mention brain dead easy way to abuse.
Also your mft+adren combo speaks for yourself. You don't think about what you say. You play killer and want "braindead easy games" and that's it. Anything that can be said to get to that result just MUST be mentioned no matter how stupid it is...
And tge last tidbit about removing endurance - yes because it's fun to stay opposing to hook, waiting for unhook, smacki g the person while he's in animation lock and hooking such person again. Make camp+tunnel so braindead easy and consistent, that there's no way how to loose as killer (or force again for every single survivor to have to have borrowed time to have chance to play the game. But I would not be surprised for your next goal to be to remove "such unfair op and overused perk")...
Frankly, I consider that trully pathetic. But to each their own. Thankfully you can't change the game.
read my post again, I already explained how it would get exploited.
-
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468978#Comment_3468978
Removing endurance from hooks...lol, speaking of brain dead easy to exploit
I mean yeah, its an extra health that guarantee an escape in end game.
so it does not get any more brain dead than that even without it.

