Spectralfx
Spectralfx
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433346#Comment_3433346
??????????? when did i request such a thing wow youre annoying. so sorry you cant accept the FACT that wraith isnt 100% opaque while cloaked
he's not hard to spot, he's just blurry.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433343#Comment_3433343
dh isnt free bro some of yall 🤦
a yeah, do you consider pressing the "E" your daily excercise or something?
its pretty much free.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433344#Comment_3433344
aight just baiting at this point good for u
y'all need visual accessibility features to make the wraith even more visible then?
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433327#Comment_3433327
bro you cant just perfectly track him w ur flashlight while hes moving like its just not something u can do literally, survivors arent out here having aimbot esp when hes literally just not 100% opaque despite what ur exaggerations are implying
except he is lol
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433336#Comment_3433336
putting nerfed in quotations is crazy, also lol dh staying viable is the end of the world
Free health state.
it is a big deal.
But hey, imagine saying that gen regression are a big deal for 2 year straight until they nerfed every single one of them into oblivion, survivor wins the complaning contest hands down every day of the week lol
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433148#Comment_3433148
Most one sided dude on the forums goodness
I mean, that statement is every survivor mains on this forum, its just that there are more of them lol.
you want proof? its been 2 years of straight up killer nerf. DH was "nerfed" in a way that still makes it viable in mid late game and all the surv main are complaining like their loved one got kidnapped or something.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433324#Comment_3433324
we been over this already bro its just a skill issue on ur end
Not being able to put your crosshair on a giant blurry guy is what constitute a skill issue.
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I mean, there's no counter but okay?
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433314#Comment_3433314
Not easy enough to track so accurately w a flashlight to get a lightburn off like it was nobodys business, idk what to tell u man countering lightburn as wraith legit just wasn't hard
it is super easy to put a flashlight on him.
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I'd say exposed after a while could help break those situation where the survivors are happy running certain loops to the ground in an unengaging way.
Like, okay, you want to sit on that window and double vault it all day?
Sure, but if I hit you once, you go down.
The real issue however is the walls and second floor windows that INSTANTLY break the chase, its a joke.
The chase time for LOS should be at least doubled, right now you can see a survivor through walls and the chase still break as you literally stare at them within a meter because game says they "got away"
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428753#Comment_3428753
Considering that wraith isn't that easy to see, yeah it is kinda hard, I've played wraith myself plenty of times and done that and it's just not a problem
Wraith is super easy to see what are you talking about? its like the Elite in Halo.
Their cloaking is a joke. Plus it makes a bunch of windy noise. smh.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428763#Comment_3428763
It's not solved, the likes of VPN users are not bannable, and the report process is hell for console users. You can't just report and then that be that, you have to get your cloud id, take videos, report in game and then upload to a seperate platform, then get the link and give it to them.
I'm not sitting reporting players every few games when I can just avoid playing with them, it shouldn't be MY job to support players of this game, I'm not getting payed to do this.
don't report them and watch them not get banned.
It's on you at this point.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428767#Comment_3428767
If you think map design is now biased towards survivors, then don't look at old videos and how maps used to look like. Shack having 2 windows, literal infinites, many many many more pallets, vaults that now require you to break doors were the same - with exception that breakable doors didn't exist, so they were solid walls instead. Like you have now RNG where one thing or the other has window (e.g. wretched shop's main can have window on the basement side, or directly on the opposite side) - these things got created by blocking 1 existing window from old design (and RNG will just say which one is blocked this time) and many reworks shrunk maps (see old pale rose or old eyrie of crows or old old blood lodge or ...).
Map generations is super-duper killer sided these days compared to how it was. Check old videos on youtube if you don't believe me. But the funny thing is - killers were able to play the game at that time. It's only now that "the game is unplayable with how they make new maps now" totally disregarding how things actually used to be. It doesn't even matter that official stats say 60% kill rate on average - it still feels like high MMR killers barely get 1k/month by the complaints (how did they get to high MMR then? Perhaps facecamping iron+agi+deadlock+NOED bubba that never chases and is then pikachu faced, that he "can't get anyone because of horrible map design"? Yes this is extreme example, but if you only camp and tunnel w best addons, then after some time expect some of the survivors being well equipped to deal with it).
While on the other hand - soloQ is dead (meaning hardest one by huge margin) and only killer and 4-man has tolerable success rate.
I love how you say that I have to look at the past as an excuse to not make the game more balance today.
Let me guess, you think that the OG BNP was fine and that the current one don't need nerf?
don't make me laugh...
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428646#Comment_3428646
Well. I just hope BHVR doesn't share your enthusiasm to punish new players.
How about not punishing long time players that are already invested in the game?
Those are the ones that keeps the game alive by bringing new players in the first place.
New players need to learn and adapt, it's always been and will always be, it's a fact of life.
You don't tailor a game for the noobs, you tailor it for the veterans who stuck around for years.
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@JustAnotherNewbie said:
People be still having PTSD from CoH.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428328#Comment_3428328
Just cause you are unprepared for something doesn't mean it's strong. That would be like me calling any second rate and unusual killer perk because I was not prepared of it and it did what it had to.
Exponential HAPPENED to be useful in that case, but it isn't cause the killer might not even slug. If you slug him and he's in range that was the whole purpose of the perk. If some killers have slugging as part of the gameplay then yeah, exponential MIGHT seem strong. But for killers who don't care about it, it's a non-factor.
Agree to disagree.
Just because you don't how to make good use of something doesn't make it weak either
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@StickySlasher30 said:
I see a couple of ideas here to just straight up nerfing camping and tunneling to oblivion and giving not to killer in return, so here is my suggestions:
Hook incentives buff:
- When you hook a survivor for the first time, you gain 1,25% haste boost and 5% of pallet breaking, vaulting speed, stun reduction until someone gets sacrificed/killed
- For each hook you do, every survivor will suffer from a 4% speed efficiency on everything (cleasing, blessing, repairing, healing), hooking the same survivor twice before hooking someone else will make you lose all of the bonus; Sacrificing/Killing someone will make you lose all of the bonus
Camping Nerf:
Based on the number of gens remaining, standing next to a hook for 8 seconds in a 24 meters radius will make the hook timer go slower and survivor will get a repair speed bonus ( Deactivated in Endgame )
- 5 gens: 75% slower sacrificing speed; every other survivor gains a 10% bonus repair speed
- 4 gens: 60% slower sacrificing speed; every other survivor gains a 5% bonus repair speed
- 3 gens: 45% slower sacrificing speed
- 2 gens: 30% slower sacrificng speed
- 1 gen: 15% slower sacrificing speed
Tunneling nerf:
First of all, I really think the Endurance you get when unhooked should be like Mettle of Man: It dont gives you the Deep Wound timer, but instead you just tank a hit normally
Furthermore, I would make that if the killer starts chasing a survivor that leaved the hook in 40 seconds after getting unhooked, them and the rest of Teammates gain a buff
- If a killer starts chasing a survivor 40 seconds after he gets unhooked, the survivor will gain a 5% haste and all other survivors will get a 10% repair speed. The survivor being tunneled need to be injured to this happen
- If a killer starts chasing a survivor that is on his Second hook stage while there are survivor with 0 hooks, the survivor being tunneled will have a basekit DS ( Deactivated in End Game )
Of course, come perks will need to get either nerfed or reworked, so the effects wont be so opressive, like:
- Reassurance
- Pentimento
- Thanatophobia
And of course, review the safety of some maps. You can't expect a killer to not tunnel or camp in a map bigger than Australia and having more than 20 pallets, such as:
- The Game
- Decimated Borgo
- Garden of Joy
- Fractured Cowshed
- Badham Preschool
Thats all, thanks for reading and comment your suggestions
Honestly I don't like these ideas.
It's too... complex.
It feels like it would mess up the balance of the game in weird ways.
Also I find the current built-in endurance from hook to be problematic, survivors use it as an extra health state to body block for their heatlhy buddies that rescued then cry foul play when they get "tunneled"... maybe don't waste it like that?? Buffing it would exacerbate that issue.
I think right now, the biggest issue actually are the maps. Chases are brain dead and it keeps getting worst for killers.
Without fun maps to chase on... killers are going to play lame and win games.
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Yeah, allow me to throw away those damn stupid Ormond offerings I got shoved down my throat by the bloodweb.
I'd rather jump in a bin of lego from the third floor than endure that map.
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@smartemarte said:
2 games tonight
first game pyramid head, face camped his first hook, we afk'd gens until the survivor died on hook AMAZING GAMEPLAY SO WELL PLAYED BY THE KILLER
second game dredge, didnt go more than 5 metres from the first hook, afk on gens AMAZING GAMEPLAY WELL PLAYED KILLER.
people B*tch and moan about toxic SWF but it's because 9 out of 10 games they're matched against solo survivors and they've got a massive advantage from the second the game starts so as soon as they come up against a good team and they can't just auto pilot a win they cry that the game isn't balanced for them and SWF needs to be nerfed....
think i'm just going to give up and uninstall now.
If your game design REWARDS people for face camping, doing nothing and just hook trading if anyone comes to save then that is bad game design. there is a REASON you can't fix the matchmaking because there isn't enough people playing to have the matchmaking look for closer MMR ratings.... there is a REASON people get frustrated and DC/Kill themselves on first hook and 9 times out of 10 its not because the killer outplayed them it's because they're frustrated about boring games where they've been face camped/afk'd gens OR another argument all together the awful matchmaking in which makes most solo survivor games unwinnable
The game is designed for the survivors to be safe in a chase with all the god pallets/windows... and humongeous map sizes.
But survivors are not safe by the hooks.
Go figure?
Maybe if their map design made chases actually possible... maybe I wouldn't be camping basement with iri hatchet on huntress?
I'd love to play Oni and chase people around... everytimes I try that I get BNP/prove thyself/triple flashlight bully squad with the Ormond offering...
I love their hate mail after losing to a basement camp tho.
The later is fun to me.
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I think both dc and bleed out should count since a lot of survivors like to abuse flip-flop and boil over combo these days.
When you try to chase their flashlight friend and hook them first, it makes little sense to bother picking the 1st down with the combo up... and if their teamate don't walk the walk to get them in the corner of the map they like to hug so much...
Yeah let them bleed out, reward us for it please.
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The reality is:
Until you get some devs in a public lobby to get bullied by flashlight spam...
They will happily post the most damning stats that clearly showcase what the whole community have been pointing at...
Then turn around and announce pig/hill billy nerfs for no reason
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@pigslittlepet said:
I don't like camping and tunneling but at the moment I will admit they are the easiest way to win so I'm not gonna wine when people do them. We need to motivate people to not do them rather than punish those that do. It's the old carrot or the stick approach and I don't know about you but I'd definitely prefer the carrot.
I'm not a developer so I'm not gonna say how to code things but perks that incentivise switching targets and BP bonuses for spreading hooks spring to mind. Maybe a version of basekit old bbq for hooking everyone at least once. Obviously not basekit aura reading but the BP bonus. Maybe perks that reward being away from hooks too.
I'm not saying these changes will stop tunneling because nothing will ever stop it completely but they might reduce it some. I'm no.a expert and I don't expect everyone to agree with me so please tell me how wrong I am below. 😆
Make maps smaller, lower the pallet density and rework gen spawns that are adjacent to vaultables windows/walls.
The reason few killers accept to "chase" is purely due to the atrocious map design that favors the survivors being safe at all time unless you're on nurse/blight of course.
Killers won't give chase if there is no chase to be had to begin with.
In the meantime, I'm quite content to camp basement using the iri hatchet on huntress and read all the survivor hate mail I get.
I do tilt when I try to play Oni because an M1 killer is unplayable in this economy.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428411#Comment_3428411
But this is absolutely weird way to think about it. I had bad games where I had 1-2 hooks until last gen poped and it still ended in 4K. How is that possible if survivors did 100% of objectives?
But disregarding this. Maps effectively shrinks and get depleted the longer the game goes on. So if you really want to count the objective, you would need to include all the additional parameters - patrol path size, number of dropped and destroyed pallets, remaining perks (for both sides, count killer perks that deplete like corrupt, but also those that charge up like no way out), remaining charges in items and so on.
Saying that 1 hook is 1/12 of game while 1 gen is 1/5 is just so oversimplified, like saying killer always wins, because he has more speed so they don't need any ability. It just doesn't show enough, to say anything useful.
Today I had 1 game where I made a massive comeback from being pushed to one gen by BNP.
Out of 20 matches it happened exactly that, once.
It's quite exceptionnal and honestly, VERY STRESSFUL AND UNFUN.
Most games are just me patrolling gens and watching survivors take 3 step to an adjacent window/vaultable wall while the game taunts me with a silly breakable wall that used to not even be there... which is not even on the right wall to be relevant in any way even if broken.
Map design is an absolute farce in how it's biaised towards survivors these days...
And now maps are getting bigger because they cry nurse and blight hurt their feelings... meanwhile killers that are M1 based get the short end of the stick.
I just want to play Oni and do the good old chases, why do they have to balance the game around broken OP killers in map design instead of nerfing them is beyond me.
There is a vast majority of maps now that feel like absolute trash and with the newer iteration it just keeps getting worse!
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Just record the footage and send it to support in a player report after the fact.
Lag switching is a bannable offense.
Problem solved forever (or somewhat definitively)
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428742#Comment_3428742
i quite literally just said theyre not gonna be able to track u perfectly and can find time to uncloak w/o getting lightburned but sure ur humoring me keep telling urself that
except that's a blatant lie.
they can and they will its not hard. you ever played an FPS in your life? you think its hard? what are you, a console player with a joystick?
with a mouse its brain dead easy to put a cursor on a big killer that moves super janky and HAS TO STOP for an animation to take place.
your points are completely false.
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@Krazzik said:
An idea I've had for a while to try and make spreading out hooks more rewarding for killers. Basically a survivor repairs gens slower the more hook states they have. Maybe 20% slower repair speed for one hook state and 40% slower for two hook states.
This would at least give the killer -some- kinda reason to not just tunnel because even if they go after someone else, gens are getting done slower now.
Now there's certainly some issues with this. Firstly it doesn't actually stop tunneling and some people will just keep tunneling. Another possible problem is that if the killer stacks a bunch of gen slowdown perks, it might be overkill if like all survivors were on death hook.
I'm curious what people's opinions on this idea are.
Built-in gift of pain!?
Count me in, that's a wonderfull idea.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428724#Comment_3428724
literally just move? survivor has to constantly be pointing their flashlight at u to lightburn u, theyre not gonna be able to track u perfectly if u just keep moving and u can eventually uncloak without getting lightborn, have done it plentyyy of times
Ok I moved, but the survivor move its crosshair now what?
there is no counter plays and you know it, I'm humoring you right now.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428644#Comment_3428644
To say it had no counterplay just isn't true, well either it did or it didn't but it didn't matter or it was hag/wraith breaking a pallet, even wraith in general had easy counterplay to it
oh please tell me of that "counter play"
survivor show up with flashlight and point it at you, what do?
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428278#Comment_3428278
In this case people just want to improve game design so it is more enjoyable. Educating them is good thing but it doesn't change a thing that game design has holes.
Slugging several people and camping them, absence of hook abusing and similar mechanics are poor game design.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428338#Comment_3428338
Disagree. You are embracing poor game design. Players at ANY skill level should be able to ENJOY the game by playing (not necessarily by winning). When slugged, at some point the player doesn't even press a single button.
agree to disagree.
if you want to be the judge of what is good game design, be my guest, create your own game studio and make a better game.
I'm sure there is a bank willing to provide a loan to one with such good insights as yours :)
Meanwhile I'll stick to my guns.
I still firmly believe you are asking for which cannot be done, but all I demand, respectfully, is that you don't put words in my mouth I didn't intend.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428333#Comment_3428333
Artist spirit and nurse aren't subpar, at least for nurse removing it did more harm than good.
if you want to address nurse being OP, "bring a a flashlight" isn't an option as you don't know before hand who you'll face.
its a silly mechanic that has no counter play from the killer's perpective and its honestly one of the best call they made in a while.
if you want to cherry pick that hard I'll agree that Nurse and Spirit (featuring a certain addon) may have not care so much about it, but every other killers outside of that are cheering as its finally a torn off their side in a meta that really does not favor them already.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428079#Comment_3428079
Even bad players deserve to actually play instead of watching others while being downed for a few minutes. Don't you agree? That is the reason why people in this post are trying to come up with a solutions for players having fun without shifting the balance.
Sadly, it's not how this works.
A bad player gets to play more by learning about the game's mechanics and strategies.
Now now, if most competitive matches played by the top tier were slugfest after slugfest... I'd concur with you... but that just isn't a reality so, respectfully:
Those players simply need to play better.
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We don't need more shadow nerf on killers that are subpar atm.
That's probably why they did away with these mechanics and its strictly a good thing.
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@Veroles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427972#Comment_3427972
They are definitely not dead. I still see them in a lot of my games too. But when I play killer it doesn't really feel like an advantage in the long run. It seems to me that setting a boon does more harm than actually has a beneficial effect, but well, experiences seem to vary i guess.
You'd be surprised.
Exponential is sneaky. Sometimes you think "ah they poped unbreakable" as you try to slug them but suddenly you hear it... the totem, and they get away.
I would say CoH got hit hard on solo heals but for teamwork heals... it's highway to health states! (But it feels better balanced now for sure).
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427957#Comment_3427957
You don't need 12 hooks to win. Games where you get 12 hooks are games you styled on your opponents. If you go for 12 hooks all the time it's like playing a fighting game without blocking and you have only yourself to blame when it's too hard
The biggest part of the game is momentum and you can get that at pretty much any stage of the game except the very last moment.
I've had ton of games where the first 3 gens got done in 2 minutes, the 4th one in less then 4 and the last gen never being done cause i got my pressure ball rolling.
The snowball heavy nature of this game means you can very quickly go from a losing position to a winning one at any moment.
Ofcourse for clarification when i say the only gen that matters is the last i don't mean that you can win by being afk for the first 4. Just that losing gens early really isn't as big of a blow as some people think it is
This is ridiculous.
With built in Endurance on the hook you don't recover from survivors opening the gates on you with more than 2 left, if you do it's play/misplay of the century that goes in a content creator's highlights or a straight up comp play.
The game just isn't designed the way you describe it at all.
A game of DBD is usually very predictable passed the 3min mark and it's based strictly on gen done and hooks stages(or lack of).
While I agree that you don't necessarily need 12 hooks, the last few going by as you might kill one from first hook (unlikely as they should get rescued by teamate/perk but, whatever)... the way you describe that the "game can turn around at any point" is wishful thinking at best.
there is a reason why we lose our minds when a content creator/competitive player does it:
It's because of how unlikely it is.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427947#Comment_3427947
DBD player mentality is so laughable! No other multiplayer pvp game community advocates for such terrible bhvr.
OH NO I got froze on top lane and can't play without help from multiple players, guess Ill just dc or afk. OH, wait. If you do either of those even semi-often you get banned from the game quickly.
Such a conceded selfish player base.
Don't misinterpret what I said.
I do not advocate for it, I merely point out your unrealistic expectations.
It's an annoyance to be sure, just not the issue you make it out to be.
I do believe that the way score is calculated for killer makes little sense, why should killers be penalized on their score screen if survivors are sore losers and dc?
You can still fight to a good score as survivor in a 3v1 scenario even if you don't survive in the end. In doing so you get good BPs and maybe a pip but as killer when there is a dc you can barely "not lose a pip" as survivors beg to be hooked.
Its silly.
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Nah, those changes were good for the game.
In fact, you shouldn't be able to cancel Legion's frenzy with flashlight... that killer is hoplessly underpowered already!
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@Cyn0_0 said:
This is less relevant now since the nerf to Boon: Circle of Healing, but still may be worth considering as a quality of life adjustment.
Concept: Each totem on the map has a maximum limit as to how many times it can be booned and then snuffed. Example, survivor boons, killer snuffs but on the third time that same totem has been snuffed, it is instead broken.
This is particularly needed on certain maps (multi-level mainly) where the totems can spawn in a particularly out of the way area for killer, while projecting a radius that can be used over a large area. (Think coal tower or ironworks, whichever is the one with the catwalk up to the weird office area)
If the 3x rule is applied, that is still a considerable amount of time the killer needs to go snuff the totem meaning the survivors still get value out of the totem location, there is just a hard limit.
Just a thought, nothing game breaking, and nothing that comes to mind that's readily exploitable from this (maybe a stack of pentimento, but by then it's way to late for that to be useful).
I support OP on that.
Hexes go down if 1/4 survivor takes a little of their time to cleanse it.
It shuts down a perk slot out of 4 for killer while, even if boons went down forever after being snuffed out... that would still just be 1 perk out of 16 for the team of survivors.
People saying boons are dead are straight up lying through their teeth. As killer I consistently see exponential and/or CoH almost once per games.
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@IWasLeft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427929#Comment_3427929
I'd also say that some killers, even if their base speeds were matched, just couldn't function on some maps. Take someone like hillbilly and he will do poorly on a map like the game but he will do very well on autohaven. I'd like a killer to be playable on any given map.
That is just unrealistic.
All maps would need to be the same outside of aesthetic and good/bad maps will always be a thing if we are to have diversity.
But for certain, making maps smaller (outside of those that already are of course) will at least alleviate some of the worst issues certain killers face at this time.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426571#Comment_3426571
This is not the first month I got iri1 on killer. Considering soft cap exists, we do get same survivors (as supaalf and lilithomen and onepumpwillie)...
Also. I do get such hopeless games from time to time. But most killer games are chill (at least to me), while as survivor you will loose good chunk of your games even if you play picture-perfect (provided you don't have good 3 teammates at ready). Now considering you also loose some when it is your fault, survivor is just too hard and I prefer chill killer experience...
You've gotta be kidding us.
Get like 3 friends, some Ormond offering, BNP and prove thyself throw in adrenaline for good measure and you get Iri 1 in one sitting every month.
1 toolbox and 3 flaslights per run and you're set.
Me and my pals do that every now and then and it's a JOKE how brain dead easy it is.
it can take the whole month to get to iri 1 on killer because beating aforementioned strat is actually hard.
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@Sonzaishinai said:
If survivors do a gen under 30 seconds it takes to get Onryo's tv's on then that is actually a good thing.
It means that most likely all of the survivors had to be on that gen and blew all of their resources to get that single gen done fast. It would be way worse if they split up from the start and pressured multiple gens.
Early gens don't mean as much as people want to believe. The only gen that really matters is the last one. Once you realise that it's easier to keep your head cool.
That is the most untrue statment about DBD I have ever read, period.
There is no way in hell a killer can recover at 1 gen at all unless they go for a Noed / No way out slug strat.
My dude, you ain't getting 12 hooks on even a 3 gen left unless they are braindead
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@PowZapBamWoofMeow said:
Would love to see a skin where Wraith has a Scythe, and is a pure skeleton, maybe partially robed (hood down).
That would be dope
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427752#Comment_3427752
Hard disagree, but to each their own.
It's only easy if they all get in close proximity at once.
The maps are big enough that smart survivors only group up to push a basement hook, one should always be on gen too.
If survivors get slugged, that means they misplayed in the most blatant way.
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@DrKetchup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427923#Comment_3427923
That is why the higher penalty is there, to prevent those situations, since the second penalty gets to 15min and then 30min for the third, which will lower DCs significantly. If you really want to go the extra step, they could add a priority queue, but I don't know if that's such a good idea from the get-go. Alternatively, there could be a DC-exclusive Queue, where you are forced to play a game with other DCers, before being able to play with everyone else again. Other games have a surrender vote. There are a lot of ideas we can come up with.
The main point is rage quitting is unfair and something needs to be done about it.
I disagree.
You can't force someone to endure an unfun match.
They will AFK, they will run to the killer to get hook... heck they will even lead the killer to other survivors if they have to.
Let people dc, its also karma for toxic behaviors and bad maps.
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@Steakdabait said:
Really enjoying how many killer players are selftelling that they lobby shop for easy games lmao
Replace "easy" by "decent".
I am sorry, as a low tier killer I am not interested to play the all decked out bully squads that purposely ruin this game for all killers by abusing the brain dead maps that allows them to get free wins all the time.
Nor do I appreciate playing TTV people who do the most toxic behaviors ever just to clown us (In fact, I love to tunnel and face camp those instead)
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I am quite happy to lobby dodge a quad 100 with 1 toolbox 3 flashlight with the obvious intent to send me to Ormond.
Let them die of old age in a lobby forever meant to be abandonned by killers, it's called karma.
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@DrKetchup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427901#Comment_3427901
For solo rescue keep in mind if you already start the unhook animation before his shock animation he can't interrupt you. Doc knows that so he wants to preemptively shock you. So you pretend to go for the unhook and then you back away, his shock pattern looks like a cone, it is thinner near Doc and wider as it goes forward, if he uses range addons the cone becomes even more thin. After you manage to dodge, you go in for a safe rescue. In case you don't manage to dodge, no biggie, you just repeat it until you get the timing.
For duo rescue, you simply wait for your teammate to get shocked and then you run in, if you stay at opposite sides of the hook he cant shock you both.
This, precisely.
He's fine, newer players just need to learn the way it works.
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The current dc penalties are fine the way they are.
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@IWasLeft2Die said:
If they =wmoved map offerings I'd expect several killers to get major changes to them. Theyre are some maps particular killers just can't play on. If they could make each killer perform about the same on any map (such as pig being able to play all maps just as well as each other map) then I'd be for it.
The biggest issue lies for killer without a mobility ability that is always on.
Even ranged killers struggle due to the amount of cover and distance to cover (projectiles being painfully easy to dodge at a distance)
Any killer that is stuck at base speed at any point of the match is currently doomed to lose.
I predicted that with the current map size, the CoB-Overcharged combo was the last way left to apply good enough gen pressure on the survivors.
It was so true that even a nerf to DH-CoH didn't suffice to stop the maddness that is BNP+Prove thyself.
I agree with you pal. Killers needs to be baselined way better against one another.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427879#Comment_3427879
he can still interrupt with a hit, just not with his power. He can literally stun lock survivors im pretty sure
that is not true, and its beside the point.
he will not be able to reach for the hit in the first place and this is precisely why it is okay for the power to work the way it currently does.
its a balanced killer, leave it alone.
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@MTA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427761#Comment_3427761
I can assure you, most of the time killer's that do that, it has nothing to do with the tiles or the map layout, i've dealt with bs like that and is possible to come back from, not saying it's easy, just saying it's possible, had a team that bumped 4 gens out and i had like 4 or 5 hooks, and it turned into 12, there are times you don't have to, believe me, and i'm not saying you're wrong about the map layouts, there are times that's bullshit, i'm just saying, majority of the time killer's don't have to, they'll either be doing it out of being a dick because they've had some bad games before, or because they think it is the right play even though it's not and sometimes ends up costing them the game, but either way, it's just unfun to be on the receiving end or even attempting it yourself, i'm a killer main myself unless i'm playing with friends, in that case i'll play a lot of survivor, but i don't mean to start any trouble or nothing, but you sound like you are one of those entitled killer mains lol.
While I appreciate the time you have put in that response, I sincerely do, the issue is that I consider that my point still stand.
I understand your position, I still believe that ultimately, the maps needs to be improved in a direction that is appropriate.
I wouldn't mind a nerf to the 3 top killers to compensate, but the issue of maps is that they currently invalidate most killers in the game that do not have a mobility option that is up at all time (Oni is a farce, maps are to big even for him to pressure gens)
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427834#Comment_3427834
...What? Where did the mention of mobility come from?
It's an argument I made related to the fact that if he couldn't interrupt, he would be too weak.