Spectralfx
Spectralfx
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@TonyXSplash said:
Title^
The hooked survivor cannot unhook themselves without a help from a teammate. Please consider making The Doctors shock not affect unhooking.
nah, the doctor's shock is fine, he barely has any mobility to speak of. Leave it alone.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427797#Comment_3427797
it's maybe because I play both sides and not just killer ;)
I play both side and you are just trolling :)
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@Gandor said:
Half the maps are way too small already. Sure. There are some huge ones like mother's dwelling. But then you get midwitch or wretcker's yard. Or in practical terms also maps like azarov's...
oh its the person that always show up say to opposite of what I say every time, hi.
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@Marc_123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427770#Comment_3427770
First gens often go fast. The problems start after that...
Or sometimes not even the first gens get finished when the killer immediately downs somebody.
You have to get the down/hook/save/down loop. Normal players strugge with that.
And when you get this fast they often don´t recover. Just had some games like that.
Good teams are a different story.
but that's the big thing,
there is a point where you go up in MMR and your average game becomes against the SWF TTV type of sweaty try-hard and you just can't win ever.
It's absolutely brain dead the way they play too, they show up with BNP and Prove thyself and they DO NOT interact with the killer at all. It feels like you are playing against bots that will perfectly keep distance between you and them at all time.
We need the gen perks back to pressure those types of player, they just fly through gens and the maps are so big that gen pressure is dead.
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@Marc_123 said:
If you play killer maps seem big sometimes - against good survs - but if you play survivor maps are often to small - against good killers...
I'd disagree.
When I play survivor I am laughing at the chase notification on friendlies because I know its a free gen for the team if I am sitting on it.
Often, its 2 gens that pops from the first chase its absolutely brain dead gameplay.
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I am 100% against OP's idea, they can already self-mend while on the floor to wait for a little love tap from their buddies to get back up.
Slugging is nearly impossible these days with how big the maps are and how easy it is to scatter to the next pallet that are literally litered around like 5 meters apart.
Last thing we need is survivors with more "get out of jail free" cards.
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Idea to stop camping and tunneling:
Stop making the map bigger and adding tiles that are 100% favoring the survivors then maybe killers will actually want to chase.
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@DaddyMyers_Mori said:
I like Dead Dawg Saloon as both roles. Mainly because it's really unique map compare to others.
Some killers are pain to deal with there, it's definetly more killer sided. Survivors need to use main building well for sure.
If shack didn't have breakable door, it would be quite balanced map imo.
I find that the shack having breakable walls is the only thing that makes that maps somewhate playable at all.
The center building is already brain dead as it is with the stairs setup protected by windows all around.
you get t-bagged from the balcony because there is no way in hell you can interact with that even with the ranged killers.
you can try to reel them in with the gunslinger guy but their buddy will just buddy block and that won't work. don't get me started on how easy it is to dodge the hatchets from huntress too.
Most of the gens are on second level with convenient hatchs and vaultable rails... it's ridiculous but that kind of free win for survivors setup is now the norm.
it's IMPOSSBILE to start a chase on favorable terms as you try to apply gen pressure for an M1 killer, these tiles all assume your are either nurse or blight witch makes no sense at all.
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if you get tunneled or face camped just gen rush and stop complaning about it. There are counter plays and some killers have build designed for that and its a legitimate part of the game for them.
its business as usual and its super easy to counter.
a 1k is still a survivor win so it doesn't matter that one of them have to take one for the team to win.
just quit complaining while there are far more pressing matters such as the abysmal map design that keeps getting worst and worst and more survivor biased every darn iteration.
y'all have actual second floor gens adjacent to windows and maps that provides free wins like Ormond yet "when will you penalized tunneling and face camping"???
They gave survivor a built-in endurance from the hook and most of them use it to body block for their healthy buddies like its a free health state then cry when the killer don't switch target and finish them off for it...
just adapt already, y'all have way too many freebies as it is.
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@Allstar2675 said:
I need help. Killers have way too much power in this state of the game. Its border line ridiculous how many times ive lost this season. dbds goal was to nerf full premade squads from having too much power in some of the HIGHEST LEVELS OF THE GAME but unknowingly nerfed almost all solo queue players in the process. Now i just get put with 2 or 3 ppl that just want to chase the whole game just to die in the 1st min of the game. Its like if i dont do at least 4 gens by myself we lose the game. Im done. If i have to go out of my way just toget 3 ppl that know how to hit rb on a gen then im over it. Fix the game
If you think killers are in a good spot, think again.
Currently, the BEST most META killer there is have a measly 60% killrate and most killers that are not big on mobility options often go as low as 40% killrate on average.
The reality is that currently, the maps HEAVILY favors the survivor side of things, however, you do need map knowledge to benefit from it.
Beginners survivors often struggle but has they start to band together (SWF) and they gain experience, more often than not, with the exception of 3 killers sitting on top of the meta, Survivor have free wins handed to them via poor map design.
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@LeFreezy said:
It'd be cool but we need bigger maps
how so? you could probably fit 3 killer on most of them right now lol.
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How to fix Skull merchant:
Make her drone move a little and a little taser animation with the potential to down survivors (A bit like the knight) if they stay in the zone... but give her fewer drones.
This way, she get a pseudo "chase power" by trying to corner survivors during chase and suddenly, she can't just park them next to the gens.
The issue with SM is an actual lack of lethality for the killer... its too weak as an M1 killer on these huge maps and can't possibly pressure the gens early on.
An M1 killer in this day and age is as good as no killer at all considering current map design (How big they are, the pallet/window density and the new BS tiles that even a monkey could loop)
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I agree with OP.
Currently many maps are very (and I mean VERY) poorly balanced.
Namely the newer maps are way too big for the killers that are not part of the holy trinity of the killer meta (Nurse, Bligth and spirit featuring a certain addon).
To further push my point, play Trapper on those new map and cry as your traps are so far apart you can't possibly hope to activate them before the survivors have done all the gens.
The fact that some of these maps are completely biased means that certain groups of player will purposely min/max to capitlize on the strenght of a given map and if somehow they don't get it... they throw a tantrum and purposely lose to try again...
This is sickening that such behavior is even feasible in the first place.
Sidenote: As killer, a majority of these "map offerings" are dead draw for items in the blood web, why the hell would I ever want to send myself to Ormond ??
Maybe have the offering for custom matches for those who want to practice but beyond that, just do away with them now.
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I think console and controller players might be part of the reason why they don't do it.
But that is just me speculating.
Perhaps some kind of code could be implemented to consider the context of the prompt to differentiate between skills?
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@Mechanix82 said:
So I would consider myself a survivor main. I play both sides but i normally only play killer to get them to iri 1 for the blood points and then I go back to survivor. I got to say Survivors are getting really bad on what they consider "Boring". So first it was the Ruin/Undying, then Scourge Hook/Deadmans, then the infamous Gen Kick builds all boring. So i was playing killer a few days ago and I was running no slow down just Agitation, Starstruck, No where to hide, lethal. A little aura read with a very high risk high reward starstruck. 3 different teams I went against called me meta and its a boring playstyle that shouldn't be in the game. So my question is exactly what perks are a fun combination killers can use that survivors do not call "Boring" these days?
There is nothing you can do OP, calling something "Boring" is what survivors do when they can't win through a build so they ask said build to be nerfed by the devs.
There is no build that won't make them complain ever, unless you play clown nice guy that can't win at all... which is equivalent to handing out free wins.
essentially, until the devs revert previous nerfs to killer and actually look at Nurse and Blight to nerf them proper and buff trapper and pig for crying out loud...
Until an actual effort to balance the killers between each others is made to give us a decent playing field...
All the survivors will do is sit on com with their sweaty friends to rush the 5 gens under 5 min and leave with no interaction with the killer whatsoever.
They have maps the size of the continent of africa, unpatrollable gens on the second floor adjacent to a window that sends them back to first floor outside to safety, they have BNP and prove thyself to start the game at 4 gens and yet, it is killer that gets the nerf.
they nerfed DH but its not really a nerf, its still a very solid perk in mid game and late and many survivors that have actual skills still uses it to good effect...
But killer's toolbox keep srinking every god forsaken patches... its unplayable for killers.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414307#Comment_3414307
Yes, but I qualified that by saying that was the most recent data available. If BHVR released anything kill stats wise since then I am unaware of it. Even then, the lowest kill rate is still above 50%, which doesn't refute my point. Also since you didn't mention anything else, I take it there is nothing else to disagree with?
I disagree with pretty much everything you said but honestly, refuting your points seems impossible as you don't even acknowledge the gap between the best and worst kilker.
I consider you wrong on all account.
Back in the days the data was collected, Overcharge/CoB was around to help.
Right now Survivors are still running their "nerfed" perks just fine and the changes to healing did barely anything as survivors simply rush gens without healing in the first place.
The game favors survivors 100%
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Y'all complaining about an M1 killer with no mobility now?
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these exhautions perks in combination with BNP and Prove thyself makes for the worst game I've seen in any meta.
From survivor's perspective it's just sitting on gen then go back and forth.
Between that and constant spam of Head on that you can't even interact with in any way because the hitbox is like the entire room ... I am honestly sick of playing Killer in an environment where survivors get to gen rush me in 5 min, only to stick around and abuse the million pallets they have and just milk the killer like it's some kind of joke to them.
Honest, DH is still around.
Why is killer getting nerf yet again this patch? is this some kind of sick joke?
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414162#Comment_3414162
Without addons Survs heavily favored - Yeah! All you need is 5k+ hours and to be in comms with every other Surv with a shared understanding of callouts, I'm sure every match has every player like that /s. That's clearly not indicative of 99.99% of matches, so it's clearly irrelevant. If the addonless Killer only can win against 'bad Survs', but wins 80% of the time regardless, the majority of Survs are bad (in comparison to the Killer player). If you want to target the top .0000001% of gameplay, that is what custom matches are for. That is such a disingenuous argument to compare that 4-man comp SWF to normal matches and balance. To be fair, the 'Results Equation' would also have Killer Effectiveness subtracted by the opponents' Skill+Tools, (or Survivor Effectiveness) but the ratio between what the Killer's Tools/Skill was the main point of my previous post. Also even in that Otz vid it showed Skull Merchant, a Killer commonly thought to be on the weaker side, destroy a comp squad when fully decked out. The Knight player only had ~1k hours, so it isn't nearly as fair of a comparison.
Game isn't designed to favor killers - I would agree if there was no Bloodlust, no Entity window block, no basekit permanent pallet breaks, and below an average 50% kill rate. The kill rate is balanced along 60%, so that would necessitate the game being Killer sided to an extent. Now to be fair, the 60% also includes the inflated kill counts from facecamps that guarantee a kill, among other things. The Survivors may have won the match, but one of the Survs dies in the process. Ultimately the game is Killer sided, (and even top 5% MMR per their last shown stats), and the only time the game isn't Killer sided, you have to deal with multiple decimal points to indicate how few people are there (eg. top .001%).
Here are the last stats I am aware being shown if you'd like to verify my 60% balanced kill rate claim.
those data are from like, October 22.
It's dated.
and the 60% is for certain specific killers and there is quite a gap between let say, Wesker and Trapper.
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@Cynwale said:
I've met a SWF recently with Pig, and surprisingly got 4 Iridescent emblems.
Got 2 pip.
Watch the video and compare the match to yours, maybe you'll see why you're getting less pips.
It seems we are not facing the same level of survivors, mine don't stand in the open like that at all and they do gens much faster.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414162#Comment_3414162
Sure. Every match in dbd is competitive one against 4man that scrims together specifically against said killer.
It's not like pub matches mostly consists of soloQ (I have my doubts about this one with the amount of anti-soloQ changes, but we don't have new stats) players and rarely of 4man. Making it absolute requirement to always play alch ring c33 blight on mac millan "to have a chance at win"...
On the other hand I have most of my games with spirit that has nothing more then yellow addons (most of the time brown) win strong majority of my matches. And I don't feel like miracle child.
Also considering good win rate on other weaker killers - I just don't get the sentiment of "I roll my eyes because that just means they are playing against bad survivors 100% if they are successful.". There's a fairly achievable soft MMR cap in game, so I am probably getting same survivors as lilith omen or supaalf (even if I am vastly inferior).
Nurse, blight and spirit.
Those 3 are the easy killers around which the game is balanced for right now with maybe Wesker as an underdog coming up strong.
I would say that outside of that, killers are having quite a bad time considering how very little gen pressure they can apply on maps that are as big as the continent of Africa filled to the brim with powerful tiles for survivors to run.
As much as I would like to agree with your opinions, my experience playing Oni, The knight and occasionnally SM (because its new) is VERY different.
It's a bunch of games where survivors just easily gen rush without even healing unless they are T-bagging at the gate and the gates open faster than if you just stood there saying some magic password.
it's absolutely unfun.
DH is still around btw.
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Survivor mains talk about these mystical, voodoo-like "good killers" like the fact that the entire arsenal Killers had wasn't nerfed for the past 5 patch straight.
Name anything that is in the toolkit of the killers to add some time on the clock, nerfed into the ground.
I ate a series of DH lately as people learn that its still quite viable.
Yet, killers that run their gen perks are getting rekt because the nerf was way too heavy-handed and now gen pressure is officially dead as Survivors bring BNP and Prove thyself EVERY games.
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I am amaze at how some people say that being a "good killer" makes the pressure happen like it's some kind of miracle remedy...
However I am even more amazed at how little explanation of what "being good" means to them.
People who have some, let say, "complaints" about survivors get to do thing seems to have very specific experiences to share that interestingly enough, matches the game footage I see posted by most top tier players out there.
When I see a top tier killer on a showcase YT video struggle with a chase, I see myself in that. While the best killers are certainly creative in the way they use their powers, a lot of it is game knowledge that I am obviously still in the process of learning myself.
What I cannot reconcile with is, in the end, the toxic attitude some people have in terms of "git gud" mentality, this isn't a from software games where PVP is just there for memes, this game is actually PVP exclusive so those balance issues have to be addressed.
I understand that solo heal speeds have been nerf but in turn, altruistic heal was improved as well.
Killer's Overcharge/CoB combo on the other end simply got nerfed, period
and that's killers coming from a series of nerfs prior to that.
In conclusion, I would respectfully say that in a world where survivor got better themselves, maybe we wouldn't need to nerf killers every patches.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412638#Comment_3412638
Yeah... The only way to find an Injured hiding Survivor. You do realize that there's a Healthy state as well, right, that they start in? In which they don't leave Blood Pools or moan?
And how do they get Injured? The Killer needs to have been nearby, or the Killer made good use of an external damaging Tool.
Being Injured should be a detriment to incentivize Healing, yes, otherwise you can be found more easily or (in this suggestion) need to take it slow and steady, which takes time. However outside of trying to get massive healing speeds to heal off of hook immediately (or to bring a med-kit, thank goodness that got nerfed on the Self-healing front), there's not really any unique trade-off counterplay. (A Locker? Maybe? But you leave Blood Pools to it and still moan a bit anyway)
I'd be ok with the sentiment of "You're Injured, now gameplay is different", but it isn't. You just play safer with the same tools you have because you don't actually have the ability to hide anymore even though you're in your most vulnerable state.... I wonder if there's a way to flip that on its head so that Healthy Survivors are easier to find than Injured ones... Probably would need to introduce Entity-magic on that one.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412559#Comment_3412559
So because you can't tunnel as easily following Blood Pools after you Proxied Hook, you're going to camp, like a lot of other Killers are supposedly doing now anyway, creating more fuel for the fire to address camping?
Yes.
The reason camping is a thing in the first place stems from the size of maps currently in play and the amounts of safe pallets/windows that are scattered all over.
If a singular "bad chase" wasn't so catastrophic for killers (as in its easy to loop most killers for 2min+ with good RNG just holding w towards the next safe pallet) ... maybe, just maybe... we wouldn't see camping and tunneling so much.
It used to be that killers could moon walk and mind game most tiles... now most tiles offers Line of sight on the killer to survivors via holes in walls and other tiles that involves short objects such as cars and stone walls.
Honestly, chases just aren't fun for M1 killers unless they have a specific "anti-chase" power ... in which case, cause survivors tend to DC instantly when they don't get what they want.
I hate to say it but, part of the reason I like Oni is because it's a rewarding experience to actually have to chase as an M1 killer to obtain my power but needless to say, its very easy for some good survivors to make my life completely miserable on most map as they loop me from a side of the map to the other as I try to just get a 1st hit.
The game is no longer balanced for M1 killers and simply assumes that you are playing Blight or the Nurse and honestly, this is what ruins the experience for me at least.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412459#Comment_3412459
Results are the sum of skill + tools. (or R = S+T)
If your tools get you 10% of the way, then you had near exclusive skill. (R =100%, T=10%, S=90%)
If your tools get you 90% of the way, then you had nearly no skill. (R=100%, T=90%, S=10%)
If 2 people are accomplishing the same goal, lets say a 4k, then the person who brought no perks (all other tool and opposition variables being the same) had more skill than the decked out person. If a perkless addonless Clown wrecks my fellow Survivors and I, I'm going to be impressed. If a C33 Alch Ring Blight with Meta perks gets 3 kills, I'm going to find them pathetic failing to prevent the 4th getting out through the gates.
If the tools I brought give me 6 hooks practically for free, and I get 10 hooks total, my skill gave me 4 hooks. If another person's tools give them 3 hooks practically for free, but reached 9 hooks, their skill gave them 6 hooks. That person has 50% more skill than I, even though I got better results.
I'd say the facecamping Bubba with a 4k (because the Survivors tried rescuing to see if they could) has far less skill than nearly anyone else with a 3k. The Bubba might have more wins/kills/effective results, but they lack skill.
I would agree if there wasn't the variable of survivor's skill level being such an unpredictable match between games.
At a competitive level, according to a recent series of games organized by Oz for comparaisons between top tier players...
you can see that without addons, the survivors are heavily favored no matter what.
so when people make the bold claim that "good killers play without addons just fine" I roll my eyes because that just means they are playing against bad survivors 100% if they are successful.
The game just isn't designed to favor killers in the first place.
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While I understand where people are coming from when using Swf vs solo and Pinhead into the mix for that...
I respectfully disagree.
All it takes in a Solo group is one person that CAN do the box (which frankly, I've done it myself even if I play killer as main... it's not "That hard")
It's the same with any side objectives in any games, I don't see the "Solo vs SWF gap" as a valid point to bring up since its more dependent on the level of experience players have than anything else, and ... well... beginners will be beginners, side quest or not.
the goal would be to diversify what is viable to killer so that... you know, after nerfing gen kicking into a pulp, it would be nice to have some alternate ways to slow the game down that don't involve a play style that makes survivors complain / DC in rage.
But I think my goal is beyond reaching as survivors mains seems to not want such a thing to occur in the first place, they seem quite happy rushing the gen and t-bagging at the gates for 5 min straight as you wait for them to leave...
but if you slow down the game for them in any capacity and down them even once... they just DC.
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At this point I wouldn't want more slots for addons...
I just want "good addons" back.
Killers keeps getting nerfed and unless you bring specific "good addons" that were left untouched, killers are unplayable!
Just buff the addons in some ways... that's what's needed.
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I don't mind them getting an aura to help their buddies...
But can we reduce the shockwave that can cross half the map to hit the killer?
I swear that perk is silly at times...
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Imagine a world where Hexes were not nerfed into the ground every patches....
Then maybe survivors would haver other concerns than gens?
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Ngl, if you take away the pool of blood the killers are just going to face camp.
They need the 1st kill asap.
So if you remove the blood pools they will have to play even safer than before.
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I agree.
Right now information is way too easy to access on the survivor's side, on top of having the ability use voice coms to obliterate the abilities of stealth killers to apply any pressure... its a mess.
Blindness should AT LEAST hide those icons for its duration... otherwise what's the point of blindness anymore?
It used to be good to deny their aura reading perks prior these icons but the survivors barely bring aura perks anymore since the icons just feeds them those infos for free anyways.
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So, people say ... "quick chases, find them quick too."
Now, when you are at low MMR that's easy I get it but... there is a point where you get survivors with at least like... maybe three brain cells that know how to hold w and press the button to drop a pallet/vault a window.
Now considering the brain dead tiles that are litered everywhere and all the safe windows adjacent to gens I can't help but wonder...
How tho?
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@killersRlul said:
Alot of killer stuff needs nerfs, I spend more time healing snapping out of it watching my gen explode having it locked up randomly being over charged or that other stupid 700 skill check challenge then it blows or it blows the INSTANT I start to move as killer is coming towards me.
Healing is horrendous, vaulting is generally a joke pallet stuns do nothing. Only thing worth a damn it seems are flashlights and you can just put on light born if you see a flashlight in the lobby lol. I run botany to try and deal with all the healing stupid ######### and it still isn't really very helpful, and eats my medkit on top of dealing with even trying to get the heal off to begin with. It's all a bit much as survivor. Bring back infinites please, atleast then you might have a chance. Might.
this had to be some kind of troll/bait/flame response, no way this is serious at all.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410567#Comment_3410567
Sure it is. Even if you ignore that waiting every chase on every Killer isn't fun, it completely shuts down lunges as an option. And lunges are a pretty core gameplay element.
Just no.
Edit: "as in" No, waiting is not a counter.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410285#Comment_3410285
If someone reaches the peak of a mountain with riding in a helicopter, or climbing by their bare hands, I'm gunna say the person using their bare hands put forth more effort and skill. Theoretically I could just DDOS my opponents and win too, but that isn't my skill shining through, that would actually be cheating/breaking the law. The path of most effectiveness often is also the path of least resistance. I'm still going to recognize and respect the person with more skill, not the person with better results.
You don't need to have an exclusive perspective of Survivor to realize how easy it is to down someone off hook in a deadzone, especially if the Killer you use has lethality. I can tell when I want to facecamp someone to death for sandbagging their teammate. The other 2 Survs didn't know what went down, so they might still try for rescues, and I can just easily tunnel the jerk out.
Edit: I would argue (results = skill + effectiveness of the tools you bring), more often than not, the weight of the tools is heavier than the weight of the skill.
In short win (or results) =/= skill in DBD.
You are getting two completely different concept mixed up.
Skill vs efficiency.
A bad player, imo, is a "nice guy killer" that waste his entire match aiming for a 12 Hook match that he is going to lose 100% of the time.
A good killer (with skills) is one that get the job done by tunneling a Survivor out of the game ASAP so he gets to actually play the game.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409390#Comment_3409390
Personally I would characterize forcing a 2 man rescue through camping a lack of skill, as they weren't good enough to pressure the Survivor team enough without resorting to the easier methods. The more difficult the means, the more skill it takes to execute. I know when I fail as Killer and I gotta resort to cheesier methods for a 'win', that isn't my skill talking, it is my lack of skill. I'm not playing for money, so I have no reason to sweat it out to that extreme other than if I felt as though I needed to 'prove to myself' I could win. In knowing I could win without trying, I take the gamble and try to win without it. When I see a Killer engage in that (outside of tourneys), I can see they lack the self-confidence in their capacity to improve. Maybe there would be cause if they needed to get MMR/'gold/iri rank' for a seasonal cosmetic, but since there is no such feature, it is meaningless. (The monthly pip based BP is penalized in attempting [face]camping, so that can't be a reason.)
I only get frustrated at it when playing with friends. Also when trying to introduce new people to the game, and they are then denied the ability to play because they haven't had the chance to play enough to improve. They get a bad experience and (in about half my friend group) get turned off of the game forever, never to touch it again.
There are many 'valid strategies' but 4 minute bleeding out everyone as a Knockout Hag or Nurse is hardly enjoyable (as either side, as Killer has to babysit the dying Survivors to ensure they die, so both sides kinda can, kinda can't entirely alt-tab and do anything else). Just because a strategy doesn't break the explicit rules, doesn't mean it isn't unenjoyable and/or in need of some form of fixing. A 4-man SWF comp-dropping on the Garden of Pain that they sent me to with all 4 equipped with BNPs is also an immensely unenjoyable experience. Luckily they recently fixed Medkits/CoH and 'gen hostage' perks, so we aren't without hope in fixing these extremes.
Back to the topic though, I certainly wouldn't be opposed to the hook timer being a literal timer, instead of the bar it is currently. Both sides could see an actual 60s timer start where the hook bar is, and could better gauge their actions (I personally would like 2 decimal places for the timer). I would say Killer ended should show a symbol to indicate the pause, and Survivor sided should show the extended timer next to the real timer. Those perks are intended to punish camping, so ensuring it is punished harsher with more accurate information would be for the better. Anyone in Reassurance range of a hook is getting hit by the Killer anyways, (outside of 2 story maps) so it forces a chase instead of the non-interaction of camping.
if you think its a lack of skill think again.
watch competitive gameplay and you'll see certain killer do it.
tunneling Camping and slugging has always been taboo from the perspective of survivors and they always try to shame the killer for it when in reality, these strats are how you win games and its a fact.
agree to disagree.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409364#Comment_3409364
Uh what? What's your point? That's only IF they indeed deny you that down which isn't guaranteed. So, yes, that waiting out part is fine
Waiting is not a counter.
They will use it at a window or pallet when its a problem for killer.
the edge case of you finding them in the open and just wait it out is not a solution, its a luxury killer don't have against half decent survivors, its not a concept that is hard to understand.
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Survivor main: "DH is not hard to counter!"
For context, they are not skillfull at using it and whiff it all the time but come on this forum to defend it...
they will now proceed to never play killer to demonstrate to all of us how easy to counter.
The end.
Follow me on insta for more fairy tails
(Disclaimer, this is a joke and I don't have instagram)
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409645#Comment_3409645
Oh, ok.
Yeah, that sucks.
Yeah, what Wexton said.
Also I didn't forget about that other perk, I just had to stop at some point because the list goes on forever.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409344#Comment_3409344
If what you said was true, even tunneling would not be good - which clearly is not the case. I suspect the problem is, that you just commit chase you can't win - making your chase time take 2+mins and then you wonder why you lost the game. Well, if you got outplayed, then you got outplayed. You can't just ask for game to extend gen times to 4 minutes, so that you can have bad chase and still win.
What's worse - suppose that gen time was indeed increased like that. What would stop killers from face-camping tunneling if this got implemented? What would stop them to do that in case they start to loose a little? Also once again - what is the correct counterplay for bubba facecamping survivor into death (and what should be done if your gen times got longer)?
So in short - your idea would make the game absolutely unplayable
but the game is unplayabe right now.
you think that a killer shouldn't dedicate 2min on a chase ever? like you understand that with pallets and map size the way it currently is... in the grand scheme of things, 2 min is nothing.
maybe if the devs stopped putting pallets so close to one another that you could trip in the maybe chases would be winnable to begin with?
but hey, you are the smart guy here, what do you suggest to make the game playable for killer then?
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409357#Comment_3409357
Not all methods, but most for sure.
What I find viable:
Pentimento + Plaything
Jolt for M1 killers
Eruption + Nowhere to hide
Agitation + Pain resonance
Deadlock + No way Out
I have been trying pop again, but usually as kinda secondary slowdown with eruption or Jolt.
Most M1 killers are weak, depends on map. But I still play them anyway. It's more relaxing session for me.
I had time where I was spamming Blight and Wesker, but I have to focus so much to use their power properly and it's exhausting.
M1 is mainly muscle memory mind games and hope for the best. So what if I lose few games.
When I want to try hard, my go to is Oni. That's kinda hybrid M1 with chance for comeback at any point of the game with his power.
I think Otz kinda ruined most killers with his 50 streak rules, where it's loss when anyone escape. If you believe it, then it's really stressful to get on 0 gens.
If you play around 2 draw, 3 win. It's way better for your DBD experience.
For me with oni the thing is that it's either 4k or no k.
It's either randos that do the craziest misplays of all time (hence no fun)
Or the absolute SWF experience with BNP and prove thyself with medkit with injectors.
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@appleas said:
It’s understandable. Healing is much more punishing now. Naturally Survivors would want to minimize their chases because healing takes up time and doing gens injured can be risky. Some maps can allow for Survivors to chain loops/ predrop pallets/hold W so these would be abused as well.
If you are running M1 chase oriented Killers, one perk combination you could consider is Save the Best for Last, Dying Light, Scourge hook: Gift of Pain, Wildcard. You build STBFL stacks from chasing non Obsession Survivors and decrease gen repair speeds when you hook them via Dying Light. Gift of Pain forces the Survivors to either do gens injured or get healed and take the 16% decrease to repair speed.
Cool post, I'll look into those for sure, I just don't believe in dying light tbf.
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@Jay_Whyask said:
Too many people associate playing on console with being bad at the game, so you'd run into a lot of issue with...
- People dodging lobbies with too many PC players
- Survivors dodging other survivors
- Cross platform toxicity (like a playstation player bleeding survivors out for 4 minutes because they play on xbox).
- PC players abusing the fact that console players play at a lower frame rate/worse graphics
I am one of those people.
NGL, I am still waiting to be proven wrong... I just play those games anyways to be fair.
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That would be dope.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408924#Comment_3408924
I do it because I have unconditional love for Billy.
That's wholesome.
I love you for it, stay strong.
#freebilly
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409377#Comment_3409377
The smart Killers already know to bounce in the first place, as well as anyone being able to see the bar not moving anymore.
Oh fair.
Can we take away the red bar survivors get when their actions are being tampered with?
Surely they are smart enough to see the bar move slower than usual :)
And on the topic of camping, while I strongly discourage strictly "face camping" (as it limits your situationnal awareness) you do know that good killers sometimes camp to force survivors to do a 2 man rescue, right?
You know that's its a valid strategy in some given scenario right?
Or are you one of the interesting folk who just call anyone within 20 m of your hook some profanities after the match?
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For those complaining about DH and CoH being nerfed, here is a non-exhaustive list of perks that were nerfed on killer's side:
CoB, Overcharge, pain resonance, Eruption, Pop the weasel, BBQ and chili (no extra BP in exchange of a casual perk?) Hex ruin and much... much more! (Hill billy basekit nerf sold seperatly)
So no, nerfing those 2 survivor perks are not a big deal, you'll manage, just read other perks and spend some BPs and shards like every killer mains has to do EVERY patches.
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I mean, it could be nice if both survivors AND killer had access to that info.
That way killers who are smart could go "aw crap gotta bounce".
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409365#Comment_3409365
Battlefield games let you change the colors for team icons, squad icons, and enemy icons; so you are better able to distinguish between whatever. Best part was that people never complained about colorblind issues with it since you could cater to your own needs.
I think DBD should have a similar system, like I could make the auras of Generators purple, or the auras of Totems blue, maybe make the aura of my teammates dark red. It would help me distinguish between the different things a lot better. I have been an advocate for this for a really long time, since it helps every single player, not just visually-impaired/colorblind players.
More options for us in the option menu? Hell yeah!
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@wisdomwielder said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409339#Comment_3409339
The existence of distortion doesn't mean the add-on isn't too powerful. What other add-on gives as much aura reading other than Plague's Iri? At the very least C21 it should be changed to an Iri, and that should be his most powerful add-on.
What I am saying is that there is an hard-counter available for those concerned with it.
Nerfing it the way you suggest makes no sense when compared to existing aura effects and I firmly believe the addon is fine as it is.