Spectralfx
Spectralfx
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@deckyr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453100#Comment_3453100
i don't think the EMPs should be removed. i just think that the boxes need to give them less plentifully.
either make one box open at a time, or if an EMP is taken from a box the box won't make a new one until that EMP is used, and make EMPs only affect up to 3 things in their aoe
alternatively, make it so that being in a biopod makes it unable to be EMP'd. or make it so that only X biopods can be disabled at once. or allow biopods to create biopods.
i had a group of survivors use an EMP to cleanse all 4 of them + disable a biopod while i was trying to teleport to them through the biopod. the other three all had EMPs in hand. there's no way to deal with that.
The reason I say it should be removed completely is because they will never nerf it to a point where it will makes sense.
They are too timid.
Removing it the boxes would literally fix the killer instantly.
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@deckyr said:
i just had three survivors that had run out of EMPs go complete stealth mode while waiting for more EMPs to cook so they had more EMPs to beat me with.
i'm going to keep bumping my post because survivors can literally just stall the game to get the resources they need to win against their killer. they can snowball EMPs. it's a problem.
It truly is ridiculous!
100% agree with that post.
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They need to remove the EMPs.
His power is so clunky and bad... survivors has no right to press a button and REMOVE a killer's power.
It's assinine!
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This new map has a second floor window that can be vaulted to safety right next to a gen... when will they learn that this is BAD DESIGN!
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@appleas said:
Stop playing Killer if it is a detriment to your mental state. Either play Survivor or another game if queue times are too long.
Come back when Killer is in a better spot.
Stop commenting if you don't have anyrhing constructive to add.
They are absolutely correct.
The game from killer's perspective is UNPLAYABLE right now.
They need to roll back nerfs done to previously meta perks, those were the last thing keeping gen rushes like we currently see at bay.
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@BenSanderson55 said:
They already nerfed them from the PTB
Not really.
The nerf since PTB was WAY too timid to have any impact at all.
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@Green_Sliche said:
Thank God I bought it with shards and not the real money. This kind of quality deserves only this kind of treatment.
Me too!
I am so happy to put that one in the trash bin once it hits tier 3, some perks are nice, but only worth shards, nothing more.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450452#Comment_3450452
It is impossible for a map to be 100% fair.
There to many variables:
- Map RNG
- Killer
- Killer's build
- Survivor's build
- Skill level
IT is impossible for a map to be balanced when there are so many variables, a map might be survivor sided, but against other killer's it is not.
So, i think only the most problematic maps need to be fixed. Ormond isn't one of the problematic maps. The map is kinda like Dead Dawg for me, i know it favours more one side, but i always enjoy it, i don't care which side i am playing.
That has to be the most untrue statement so far.
Not only is it possible to achieve a balanced state, as many maps aren't too bad, its just that they are CONSISTENTLY getting worst for killers.
The biggest issue right now, amongst other things, is the amount of safe vault that are RIGHT NEXT TO A GEN.
there is NO interaction a killer can do to prevent a crappy play pattern to take place, like, nothing at all, but for those who don't understand the interaction in question, I'll spell it out for you:
1: Killer approaches a gen, TR happens, Survivors knows its coming.
2: Killer sighted, Survivors runs to Guaranteed safety via nearby safe vault.
3: Smart killer play: Break off chase because nothing can be done.
4: Repeat step from 1 at a different gen. As killer, by then, you know you are not suposed to have fun, like ever.
The survivors being constantly safe leads to the dreaded 3 gen scenarios since, more often than not, these are the ONLY PLAYABLE gens killer may have on the whole map... so if survivors are smart... they ignore their "safe gens" and exclusively pressure those 3, once the "3 gen" is broken, match is unofficially over and everything else is just a prolonged formality, repeat the steps above until survivors had their fun/BPs and killer is either DCing in rage or being clowned around with all the remaining pallets because, god knows, there is WAY TOO MANY OF THEM.
but honestly, that's not even it because the "breaking the 3 gen" part is given to survivors FOR FREE when they bring BNP+Prove thyself and they have more tha 2 braincell to identify which gens are the killer's favorite (I know because that's what we do in my play group of survivors on voice and its BRAIN DEAD EASY and CONSISTENT).
Its an unplayable mess the safer survivors get and now they have a newly given combo that makes them faster base speed than any M1 Killer (New survivor perk).
Just saying.
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@mca240 said:
I have played Trapper and Doctor only this weekend. My survivors are prestige 50-100 and I have 2,5K hours in. I won 80% of my matches without tunneling/camping. I find myself to be mediocre at killer.
Yes, matches can go fast. Yes, generators can go fast in the beginning. Yes, you can encounter "bully" squads. And certain maps are imbalanced.
However, overall matches as killer are enjoyable and survivors play well but not in a toxic manner. I enjoy the chases and strategy of placing traps and catching them off guard.
I am not trying to negate your feeling; take a break if you need one. You just sound defeated. I have seen enough matches that seemed decided in the first 2 minutes, yet, the other side made a come back and won. The final generators are the hardest to do.
However, I am here to ask you where you find joy in this game playing as a killer? And have you found, what type of killer plays into your strengths?
I am not good with range killers (console) or Blight. I avoid playing them. I am best with M1 killers.
I am just trying to help.
Welcome to the newbie killer experience, you get paired with newbie survivors... if you played survivor before it's going to be easy.
Get top rank for a few seasons then tell me about trapper then lmao.
Silly survivor main...
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@KillersAreTooOP said:
Would it be so bad to add a way to stop the killers from attacking if they are in the same area too long? Survivors get a penalty for every little thing, and we are not allowed to stay in the same area, god forbid. So why are the killers allowed to sit and camp hooks and generators or they stay circling the same few feet like a try hard. The killers already have too many over powered abilities as it is, and some one shot you. They are already faster then the survivors but can they be slowed down, I mean really. Chill out killers.
Play killer, please.
Survivors as it way easier than you'd think.
Just start pre-dropping pallets and rushing gens and you'll do fine.
No need to learn how to loop anymore, just vault the many 2nd floor windows and you'll get away scot free every times.
If they camp just do gens, 3 escape is still a survivor win.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450469#Comment_3450469
My comment has nothing to do with positive changes- I am not saying maps need to favour survivors more than they currently do.
I'm saying that on a fundamental design level, talking about maps starting from a blank slate, maps are supposed to favour the survivors. It isn't unbalanced for maps to favour survivors to a degree, because they are meant to. They're just supposed to get more killer sided over time in a match as resources are used and deadzones are created, and that doesn't happen on too many maps right now.
I disagree.
maps should be designed to be fair from the start.
currently, the baseline is way too favorable to survivors on most if not all maps and its insanity.
there is always a safe window / god pallets a few steps away in the beginning of the match and its absolutely crazy.
people in the old day were losing their mind over shack pallet and now "shack pallet" is just "half the pallets of the god forsaken map"
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450445#Comment_3450445
So was Eruption. People can and have been wrong about a perk on release before.
old eruption was fine?
Hello?
Killers only get 4 perks, they are SUPOSED to be impactful.
you can't have all killer's perks be weak sauce otherwise what is the point of playing the role in the first place???
Between the janky hitbox on their powers and all the weird geometry issues that the devs keeps adding to the game... how else is the killer suposed to stop a group of gen rushing try hards that do gens under 5 min??
they killers perks needs to be un-nerfed, especially if soon the survivors gets to unhook themselves for free, I mean, wth man?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450463#Comment_3450463
...None of that addresses what I said in my post?
Maps are still meant to favour the survivors, to a degree. The problem is how many of them favour the survivors too much.
It address the fact that you think its okay to favor the survivor in the first place when they already were favored for long and they keep getting more and more over time for the sake of "their fun"
its about time they stop with that mentality of giving survivors free wins every games.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450452#Comment_3450452
Maps are meant to favour the survivor very slightly, though, because maps are the only thing survivors really have to stay alive. They're meant to start out with resources that deplete over time, giving the survivors something to work with that they need to manage smartly.
So, if a map has resources that are too plentiful or chain together too easily (especially windows, which don't deplete), then it's problematic. If it just favours the survivors a little in ways the killer can circumvent with smart play and aggressive resource destruction, though, that's balanced.
well no.
Survivors start with enough ressources to pre-drop every pallets on the map and still make it to the next one until there is like 2 gen left.
have you ever seen a competitive game with survivors on coms?
its braindead easy, these guys just call which one was dropped and they move to the next one. people only start to go down on last gen and as they try to open the gate.
the reality of it is that to play killer casually is absolutely impossible in this day and age, unless you are willing to take the L EVERY games or bring some sweaty addon/perks combination.
Meanwhile when I play survivor I am chilling with my buds on discord being impossibly bored by how brain dead easy they made the game for survivors with all the basekit everything they put there.
Honestly, how do people ever die as survivor?
all you need is a duo.
Only thing that seem to get me when I play survivor is either; Good nurse, Blight (of course) or the occasionnal spirit/myers with certain addons... plague would be a bit of a stretch but sometimes tho.
when I see any other killer I feel like DCing just because there is no way they can do anything.
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@BlueHorkew said:
I don't agree that Ormond should be in the same tier as those other maps.
Yes the map is more survivor favoured, but it's not problematic compared to other maps.
Personnaly i just like the map for how simple it is and the snow aesthetic.
But the size is medium to large, but there aren't any really abusable loops and the map even has some really bad filler pallets. Besides the spawn logic of the map is really predictable when compared to other maps.
if something is favoring a side over the other, it is problematic.
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@NoImportaLaVerdad said:
Because of the 3-gen meta, Call Of Brine was nerfed into oblivion (it only regresses an extra 4 seconds) and I don't think BHVR will be able to buff it without a rework so here's an idea:
After performing the Damage Action on a Generator, Call Of Brine activates for 30 seconds.
- The damaged Generator regresses at 50% of the normal Regression speed and its Aura is highlighted to you in yellow.
- Receive a Loud Noise Notification each time a Survivor hits a Good Skill Check on the affected Generator.
If the generator is regressing when Call Of Brine deactivates, it automatically explodes and regresses by 10/15/20% of its maximum possible Progression.
So the idea of this rework is that the kicked gen regresses at a slower rate for 30 seconds. But after those 30 seconds, if no survivors have stopped the regression, the gen loses a good chunk of it's progression.
The slower rate would make you lose 4 seconds of regression but, if the last effect resolves, Call Of Brine would regress a generator by 18 seconds; a net positive of 14 seconds of regression.
This effect would be harder to abuse in a 3-gen situation and it would be easier for BHVR to balance the numbers on this perk if it's too strong or too weak.
EDIT(1): Changed the numbers around because I noticed that 50% normal regression speed doesn't make you lose as much regression as I initially thought
EDIT(2): Reduced the percentage regression because the net positive might be too much after the previous fix (Old numbers: 20/25/30%, net positive of 22 seconds of regression)
don't rework CoB, just rollback the nerf holy crap.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449746#Comment_3449746
after real problem gets solved? you mean before it get solved because after it get solved, you have no reason to use the perk.
A perk that allow you to manipulate the distance of gen-spreads on command is extremely powerful and has to have large drawbacks. you can technically use the perk in normal gameplay but it will not be faster to repair gens then simply going to gen and directly repairing it.
In my opinion, it will like not be solved because 3 gens have been part of the game since the start. The only way you can organically solve it is by changing the maps and where generator spawn. Making the maps bigger makes it easier to solve because the gen spread is often naturally large, though you should know what killer think about big maps like Red Forest and Original Eyrie crows. Killer often express dissatisfaction and discontent when playing big maps.
Oh no no no.
the LAST thing we need is bigger maps. Maps are HUGE already.
what we need, is to understand that these stalemates have been fueled by all the free stuff given to survivors over time.
The kill rate on almost all killers is well below the targeted 60% and it shows.
It shows by games that, on paper, the killer SHOULD have won by then... but survivor keeps abusing whatever basekit options they have and put the game in a limbo state where all the killer can do is baby sit gens.
Buff killers and I guarantee games will actually stop being locked in forever 3 gens, killer will either win or lose but quicker.
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@ili said:
generator speed is ok, it has very good perks that help, merciless storm, deadlock, overcharge.
Merciless Storm: The floor of that perk vs competent survivor is, nothing. If they hit their skill checks (good survivors do), this perk does absolutely nothing. Funny to pwn noobs with tho... but its useless you if were not winning already.
Deadlock: Again, does NOTHING. they will keep a gen at 99% and pop them together, the perks don't work, like at all lol.
Overcharge: Yikes... that one... "worked", notice the past tense, they nerfed it into oblivion and that means that now, there is no way to stop the gen rushes, congratz, game is broken now.
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@EatedABees said:
Something that does not get addressed enough is generator speeds. Prove thyself can knock 30 seconds of a gen without a toolbox. While some killers struggle with map pressure it feels like gens pop way too quickly.
The new scavenger perk is extremely concerning as it allow toolboxes to be replenished.
Coconut made a video covering this, while there has been an added slowdown, using the toolbox or having multiple people on the gen will counter that. (https://youtu.be/g0v4xRwvSts)
When multiple people run prove thyself and split into pairs it can become a really big problem as it can be difficult to keep up without losing 2 generators in 30 seconds. Not to mention that it is one of the most used survivor perks.
Could we possibly see either an increase to generator speeds or a nerf to Prove Thyself as it feels like were heading into an ugly genrush meta and this cannot fly under the radar any longer.
OP is 100% right, Prove thyself combined with BNP is something I see almost EVERY games now, its INSANITY to leave it like that!
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@Mane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447453#Comment_3447453
I disagree, it'll make those strategies easier the whole point of those "freebies" was to attempt to stop killers from abusing those strategies.
You can't stop people from playing certain ways unless it's against the rules or less rewarding.
The worst part is both sides have people who are always waiting for the next Nerf.
but camping, slugging and tunneling isn't against any rule in the game.
It's against the survivor rulebook for killers, which is categorized under "fantasy' at the bookstore.
Why the hell would we do anything further to help survivors after all that was already done for FREE?
its time we let them die as they should for once, killers deserve to win sometimes too.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448931#Comment_3448931
The Onis that never drop chase in bad spots typically end up losing. I find far greater success in chasing 1 person to get multiple pre-drops, then chase another person into that deadzone.
Isn't this true for basically all the maps?
Oni is hit and run.
Hit and run don't work at all if gen time is under 5 min.
so no, its not related to a lack of situationnal awareness, its the series of nerf to gen kicking build, which was the last line of the defence we had but hey.
Can't blame him for assuming that either.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448399#Comment_3448399
This is only a problem when skull merchant camps gens from the beginning. Other three gens are survivor mistakes and honestly the only way to play low tier killers.
The thing that makes me lose my mind is that in comp play, SM could make a game last for sure but would generally end up losing down the line anyways.
Welp, better nerf SM!
For the love of god!
Buff her so she can at least win SOME games!
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448377#Comment_3448377
I just wanted to understand your thoughts on shelter woods/azarov's, but ok I guess.
These maps are huge with very easy gens to rush.
The pallets are so easy to chain and numerous that you could pre-drop all game and never run out plus a bunch of good windows spreaded all over.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448100#Comment_3448100
This just shows how biased you are. Which is only understandable when you name small hut in Ormond as something braindead easy for survivors with 0 agency on killer. As a killer this is usually (not always) hit for me (if we are not talking about balanced landing)
Coming from a biaised person like you, that's a compliment actually.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447962#Comment_3447962
Its not, but Your fun should not be more important than his either.
There are certain actions that makes some players having fun but other not:
Killer camping and tunneling makes killer feel fun because they won the game, but survs not having fun because they do literally nothing in a game;
Survivor having fun because playing the game while killer not having fun because they loose the game.
Then answer Your own question: Why Your fun should be more important than his?
The difference is that survivor is not having fun because they are forcefully removed from the game they payed to play for. While killer is not having fun, because survivors are PLAYING better, not because they are not playing.
I think this is more important than either side fun.
If there would be a mechanic that remove killer from the game, or petrify him for X minutes, and survivors would abuse that to win it would also be considered as "not fun" and "not healthy" and lot of players would vote to remove that mechanic. Would You defend it as "valid strategy"?
I disagree so hard here.
If you end up on hook, you not only played, you lost.
We are talking about giving MORE FREE second chances to survivors in an economy where killers have NONE outside of their 4 perks slot and 2 addon slots that keeps getting hit with nerfs after nerfs every times survivor loses to something that is trendy enough for the devs to kill it outright with a nerf hammer.
Gen rushing and built-in endurance from the hook keeps getting abused in ways that keeps the killer out of the game or straight up deny them their hits but that's okay, "It's fun for survivors".
Put a survivor on the hook and camp them, play for slug or "tunnel" them out of the game and everyone loses their mind over it!
Like there is nothing left for the killer to do!
These are made up rules that the survivors made for killers and it's absolutely biaised for their own benefit and should be COMPLETELY disregarded.
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In reality,
all the nerfs to 3 gens strats have been doing is pad the stats of low-skill survivors playing poorly... helps their ego a bit I guess...
That's not the issue.
The issue is that these 3 gen strats were THE LAST BASTION for killers to try to win vs good gen rushing survivors running the BNP/Prove thyself combo. SM and Knight were a gift from god to that end too.
Between all the killers nerfs and all the base kit freebies the devs keeps pouring on survivors... the killer role as become tedious, unfun when not downright UNPLAYABLE (M1 killers are dead).
Now they will be getting free deliverance on top of all that, it's pure insanity.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448049#Comment_3448049
This killer is the only reason why I would ever bring genrush build. But it's so boring, that I would rather take an L then have all my games miserable. She is the reason why people should just in case bring BNP's and other genrush perks.
Brings gen rush builds to SM
SM is good against gen rush
Survivor complain on forum about SM.
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448136#Comment_3448136
Azarov’s Resting Place: just how? I am legitimately confused here.
Genuinely wondering why you don't think that. This is like THE killer map in the game. It's incredibly easy for them to 4 gen either on purpose, or accidentally, especially if they don't do the middle gen.
Shelter Woods: Just no. I won't bother explain, just no. That's 100% survivors biaised in so many ways.
Same here, I am genuinely confused on how this is survivor sided. Even with the rework so it just doesn't have 5 pallets anymore, the main building just.. made most of the other loops unsafe and created even more dead zones where safer structures used to be able to be spawned.
Midwich Elementary School: Honestly, don't run in the main hallway and your are A-OKAY, there's a safe window everywhere unless killer waste 3 gens worth of breaking walls.
Once you break the breakable walls the map in general starts becoming unsafe tho. TBH if you aren't breaking those walls, that is on you, it's a pretty killer sided map. Whether breakable walls should exist or be a thing is a completely different discussion though.
Let's agree to disagree
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@mikewelk said:
Rework the Skull Merchant 🔥
yes, she needs a buff so she can actually win games instead of stalling silly survivors that hides in corner because they are salty that they can't work as a team and win.
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@JustifiedOne said:
I really like to use the Huntress's hatchets but if I'm being honest. They're overkill. I aimed at one player, they ducked, but the hatchet continued to fly and hit a survivor almost at the edge of the map. I was stunned, and didn't even hook her. At a certain distance ranged weapons should stop working. If there are limits can you please fix the bug associated with the description match above. (Xbox)
Death Slingers gun has a limit and I believe to better encapsulate a real experience, all ranged weapons need to have limitations. Axe throwing in real life has a limit of roughly 20 to 25 meters for experts. Knives have a limit in real life of 5 to 7 meters for robust throwers.
I understand the game is not real life, but they need limitations. Those unexpected hits are not fun for anyone.
Hatchet, you heard of their horrendous hitbox?
Clip or it didn't happen (I legit don't believe that happened, you would need to aim so high this makes no sense)
Deathslinger, you heard of... body blocks?
They shutdown his powers completely.
Overall, ranged killers needs buff, nothing less.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448100#Comment_3448100
They look like: The Game, Suffocation Pit, Azarov’s Resting Place, Midwich Elementary School, Grave of Glenvale, Shelter Woods, Wrecker’s Yard… even RPD can be more advantageous depending on the killer. Also, just because a map has a lot of pallets doesn’t mean it has a lot of safe pallets.
The Game: Pallet-town (50/50)
Suffocation Pit: I don't get that one, it's survivor-sided but only a little.
Azarov’s Resting Place: just... how? I am legitimately confused here.
Midwich Elementary School: Honestly, don't run in the main hallway and your are A-OKAY, there's a safe window everywhere unless killer waste 3 gens worth of breaking walls.
Grave of Glenvale: I'll grant you that one but main building is absolutely unplayable.
Shelter Woods: Just ... no. I won't bother explain, just no. That's 100% survivors biaised in so many ways.
Wrecker’s Yard: Pallet-town, yet again. (50/50)
Next you'll tell me infirmary is killer sided? maybe not but that would be the next logical step.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448061#Comment_3448061
bc git gud is a very good rebuttal
I mean, that's what survivors says to killers when we say that nerf gen perks is unhealthy and here we are, in a boring gen rush meta where killers barely interact with survivors that are actively avoiding chases as hard as humanly possible.
Git gud is a two way street I guess.
Welcome to SM and Knight doing 3 gens because that's how you counter gen rushes, deal with it.
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@DavidHypnos said:
There are maps that are notoriously more killer-sided as well. It’s nice to have variety in a game, and when you get something that’s challenging take it as that: a challenge. There are certain killers that I just struggle to play against because they’re so powerful but I just try my best and try to learn ways to do better rather than want them changed. I can understand if something is so imbalanced that it’s literally a flaw, but I don’t think there’s a single map like this in game. Yes, some definitely have more designs that favor different aspects of gameplay but not to a detrimental degree. Badham and Haddonfield are known for being survivor-friendly but I actually have a lesser escape rate on those than I do others.
I have no clue what a "killer-sided map" even looks like, usually when people start to "name some" those are just pallet-town nowadays.
but pallet-town can be managed on SOME killers I guess.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448082#Comment_3448082
Second floor? We're talking about jungle gyms here.
don't say "we", you are.
I am refering to the structure with a window on the otherside.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448070#Comment_3448070
...Safe tiles doesn't mean survivors are literally safe, it just means the tile can be looped and mindgamed on both sides.
Like I said, the killer has agency in playing them. You can exercise your skill to determine the outcome of those tiles, not just your opponent.
There is no mind game involved with going to second floor, drop from a safe window, repeat until blocked
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@k3ijus said:
let me cook before y’all flame me. A 3 gen occurs when three generators nearby each other are guarded,and it’s almost impossible to break it unless the team is perfectly organized. Behavior has offered incentives for the killer to stop it- but it doesn’t stop the playstyle. After all
A lot of people think 3-gens is the issue, but the issue itself is the fact killers can repeatedly damage a generator over and over again back to 0% progress without any issues. It is extremely unfair(coming from a killer main;blight at that) that killers can always damage a generater back to 0 constantly and constantly. I found 2 solutions that would completely break this.
1- After losing [specified amount of progress] That generator is given a repair speed bonus permanently. If a killer wants to hold the game hostage and continue kicking generators the entire match- the survivors will win the long game.This feature wouldn’t even affect most matches- unless a killer is purposely holding a game hostage with a 3 gen.
2-After a generator has lost [specified amount of progress]it receives fixed points. Fixed points are percentages of a generator that cannot be lost. (Ex:a generator being stuck at 10% progress) Fixed points are slowly added as the generator continues to countless be kicked- it’s complex to explain but eventually the fixed points would get to high for a killer to kick and run.
Both these solutions completely ruin the ideal of “3-gens” and anything associated to it.Survivors shouldn’t have to work around a 3-gen that literally enables a killer a win.
bro, survivor taps gens and it never EVER goes to 0%.
what are you on about??
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448044#Comment_3448044
Sure, but they're well designed and the killer has agency in playing them, and there should be at least some safe tiles on the map. The presence of well-designed safe tiles isn't in itself a bad thing.
As for the silly building... you don't mean the little thing that literally just has a window in it, with a breakable wall? That structure is the furthest thing from safe, it's practically a trap for survivors.
Main can be bad, depending. I'm not gonna say it's never a problem, just that the degree to which it's a problem is usually a lot lower than some other structures.
"Sure, but they're well designed and the killer has agency in playing them, and there should be at least some safe tiles on the map. The presence of well-designed safe tiles isn't in itself a bad thing."
Survivors should never be "safe", it's about the time they can earn for the team, there should never be any such thing as safety for them.
That carebear mentality is making the killer's role unplayable.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447966#Comment_3447966
I sense someone who has never been 3genned by the mid merchant
SM is one of my main.
Some survivors are good, but you are bad, I can't help you.
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@Gandor said:
The killer is plain boring. I have yet to see one exciting match with her. It's always the same thing. She either forces 3gen, or she looses. One way or another, the games are always horrible. Better to just take an L and be done with the game ASAP. You can have at minimum 2 other fun games in same time as her snooze fest. After such a ling time, I cba if I won or lost that match
I've played her with chase perks and have been very successful simply because survivors have VERY predictable patterns when facing her, no slow down needed.
It's a boring killer to play against because of the way the survivors approach the killer.
They try to push one by one like they usually do with other killers and that ends up in a stand still.
That's why I like her so much.
The only way survivor can win is if they actually push at least ONCE as a team to break the 3 gen.
but survivors don't want to learn how to play, they want free gen rush wins with BNP and prove thyself.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448027#Comment_3448027
Can I ask why you think that?
The tiles that aren't like, normal jungle gym tiles are pretty *un*safe in my opinion. They're mostly like, the super short and low ones with snow piles as one half, right? Those aren't particularly safe, and a lot of killer powers interact very favourably with them.
Jungle gym are mostly safe.
but the real issue is that one side is Shack and the other is that silly building with the "2nd floor" window that can be looped in the most braindead fashion ever...
And main, omg main, unplayable.
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@nars said:
seems fine to me. I'm no knight player but if his power is gonna be that janky for any reason except balancing it should go. as long as it isnt as far ranged as the guards lol, dont want the carnifex instabreaking a pallet before a survivor can reach it lol
that scenario literally can't happen.
You CANNOT order the carnifex to break a pallet that wasn't dropped.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447998#Comment_3447998
Are the tiles that safe, though?
There's the long one built around whatever that big vehicle is, but a lot of the rest of them are either standard jungle-gym type tiles or unsafe snowdrift type tiles. That's part of why I don't mind this map so much, most of the pallets feel pretty fair and playable.
In extreme situations for super immobile killers (like Trapper or Hag) I could see the argument being that you have to ignore some of the edge generators, but that's kind of how those killers play anyway so it's not a huge change. Everyone else I feel can patrol well enough, so long as they're not like... trying to patrol around the whole map in an unbroken loop or something, lol.
Are the tiles that safe, though?
Yes, a resounding yes.
Hands down no freaking question asked, everyday of the week. YES
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447989#Comment_3447989
Ehhhh. It's the medium size for maps, and while that's still pretty big for killers with no mobility, it is imo the biggest a map can be while still being fair.
I play a lot of M1 killers and if I play the map smart I usually don't have a huge problem with the size.
Except that on this map, you can't patrol gens effectively at all due the their even spread.
RDP, while factually bigger "feels" smaller due to the corridor settings that gets in the way of both teams in a fair way/in favor of certain killers.
but that "medium sized map" is setup in such a way that survirors can flee in almost ANY direction and end up a very SAFE tiles all over the map, its very open and gens are usually very far from one another.
For its design its factually too big.
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@nars said:
everything you said was absolutely true in anything but a 3swf; people that are 2swf/ soloq just dont have the coordination to break the 3gen
overcharge is useless though, it actually makes the gen regress LESS at the start.
sounds like a "git gud" issue.
high MMR survivors, even in solo Q, have the wits to understand how to play against her.
Ignorance is no excuse.
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@jesterkind said:
Badham and Garden I agree with, those maps are pretty notoriously bad for the killer, but Ormond?
The main building can be problematic, especially when survivors decide they want to be unhookable and build around it, but other than that specific niche build I don't think I've had that much trouble on Ormond. Honestly, I quite like that map, it's about as big as any map should be and most of the loops aren't too obnoxious.
It's huge, M1 Killer have 0 map pressure on it.
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@SkeletalElite said:
Disagree, carnifex break speed at pallets is only kept remotely balanced by the fact that you can't be right next to the pallet when he does it.
that's ludicrous.
you don't even get to do it on most pallets that have trash or window close-by due to weird geometry issues.
It's a bug at this point, not a feature.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447833#Comment_3447833
The problem with skull woman is that she is uniquely equipped to hold and keep a three gen from the very start. Every killer can three gen to different degrees, but nobody else can sit on it until the survivors get bored with to start making mistakes or hard throw.
no... she's not.
quit being scared of a literal yellow circle if she's at the other end of the map and do the gen.
Stop acting like SM is so bad, she's really isn't, in fact, try to play her until you get to fight decent survivors and you'll see what I mean.
The reason she's effective at low MMR is purely PSYCHOLOGICAL, people constantly makes the worst decision ever as survivors and try to pin it on the killer.
It's the "new killer" syndrome, except on this one particular killer... the syndrome will last until the survivors stop being so irrationnal about how to tackle that killer's power.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443213#Comment_3443213
And I don't understand how standing beside a hooked Survivor, doing literally nothing is considered fun for Killers. Is getting the kill really that much more important than having fun? Or are you only able to have fun when you get kills?
So your response to people complaining about camping is "learn to loop, don't get hooked, get gud." Well, the same applies to the other side as well: Learn to interrupt multiple Survivors, learn to spread pressure, get gud.
So you don't understand how forcing the hand of the survivor to come to you in a powerplay move is fun eh?
Well, I can try to explain but you don't even answer the real question I asked:
Why would YOUR fun be more important than mine?
quit making rules up and deal with it. Period.
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Currently,
Map design favors survivors way too hard to let most killer have a realistic chance at winning via 12 hooks stages and dedication to chases.
Survivors can complain all they want about 3 gens, slugging, camping and insta-down...
It's not goig anywhere.
The more those strats gets nerfed, the more aggressive killers will be in applying said strategies... its a feedback loop.
They need to rollback all the "freebies" they gave survivors, then and only then... would killer feel like it's worth playing in a more relaxed way.
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@mikewelk said:
Just went up against a team that was running this and it was a nightmare. I don't understand why all survivors don't just use this combination because I guarantee that it will carry you right to the exit gates where you can show off your dance moves to the killer and give them a free lightshow (ultimate bundle)! I have seriously never been so gen rushed in my entire gaming experience. One knock and two gens are down even with Corrupt Intervention still active (it was like halfway done). I didn't even manage to hook them because a survivor sabotaged the hook with a toolbox. I managed to knock them down again and decided to just tunnel them out of the game because I didn't want to lose my rank and a generator right next to the hook already had 40%+ worth of progress. I had to down a bodyblocking survivor and injure many others but, in the end, I managed to sacrifice the survivor and the gates were powered straight away. All FIVE generators in like under FIVE minutes even after the whole team went out of their way to take a hit for that survivor. I couldn't put any pressure on generators since the shrine of secrets is terrible and I didn't have any perk for it and they were all spread out so there wasn't even any point risking. I wasn't even face camping and instead tried to minimize the damage already done in the area near hook but they just sprint bursted away to another generator. Why am I feeling helpless as a decent killer? There was absolutely nothing I could have done to counter that. If I went for a different survivor, another one would replace them on the gen.
This is exactly why there shouldn't be anti-tunneling perks/base-kits until this sort of gen rushing gets nerfed because that was just crazy. Once gen rushing gets nerfed I really won't mind not tunneling and I'm sure other killers wouldn't either.
I hate to say this but... since there is more survivors than killers...
Survivors collectivelly spend way more money then killers on this game.
It's only natural that they get free wins handed over to them.
Considering how bad the average solo Q survivors plays... it's only getting harder and harder to deliver said free wins.