Spectralfx
Spectralfx
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Increase the gen time 100%
right now a good team with BNP do their first gen, for free in like 17 sec.
its unhealty.
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don't get three gen by picking the gens you do wisely, otherwise pick one of the three and commit knowing that she has no chase power and all you need to do is 1 last gen.
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a cool fix would be some sort of timer for survivor sitting behing the gates for too long, it should just block the gate and notify the killer. some sick comeback could happen instead of having the usual "ah yes we heal here because you cannot possibly do anything now and we effectively won but we want you to "see" us before we leave lol" moments
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373099#Comment_3373099
-"Sorry, but the fact that you're on the Tru3Talent "nerf SWF" train speaks volumes."
An efficient SWF ruins the game for killer unless you play every game as Nurse/Blight. A simple fix would be : create a solo queue only mode. You pick a killer and a survivor and the game picks one of those roles for you to play. Nobody is in a SWF and everyone plays solo.
If you want to make realistic fair changes to DBD it would take some effort.
- Give the killer 1:1 regression with the survivors if 4 are alive. Each dead player reduces the rate by 25%.
- Give the killer Deadlock base kit. Make the perk by the same name add +30 seconds to the timer. Make Deadlock have rollback protection so that if you get two gens completed at the same time then one rolls back to 99% completion. Make sure that survivor's cant block a gen with a sneaky use of Repressed Alliance (deadlock would block that generator after RA finished).
- Make proper boon/hex reforms. Here we have two options: A) Make breaking dull/lit totems on kick base kit and make the perk do something else. How about - The obsession plays the game broken. B) Let the killer relight their hexes indefinitely unless all bones are destroyed. Give killer a "hex totem" perk slot.
- Make all maps smaller than 9000m².
- Give M1 killers a means so that a god pallet does not mean "you have to kick this pallet to continue the chase". Being able to rekindle Blood Favor would actually work to this end. Or we could just Buff Brutal Strength to additionally read : every 60 seconds your lunge attack can break a pallet. Or we could just make generators take +20 seconds base to account for maps that have way too many god pallets.
Anything in that list would be helpful, anything.
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@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373603#Comment_3373603
the game map is easiest map for knight to just deploy a guard and almost always get a hit on Survivors at most loops am surprised you struggled that much on it which would explain why you play the way you do.
you are not getting a hit with the minions because their AIs likes to run the opposite way after planting a banner for 2 hours.
sure, maybe if the survivor are silly enough to stand there and T-bag for 12sec you might get a hit, but at that point they misplayed.
an half decent survivor will know to press W asap and just never get hit. meawhile you are trailing behind because asking this guard to do its job gives you a seizure or something and by the time you reach the w pressing survivor your guard despawn and now you are literally back to square 1 as they reached a pallet.
the guards are only good as early warning or to flush out survivors trying to save a survivor you are camping in the basement and even then, if they know what's up they will wait for you to spawn it, mad dash down the stairs and despawn it during rescue and even if they are already hurt its no problemo thx to dead hard.
unplayable.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373672#Comment_3373672
Circle of Healing heals you slower than medkits, though. Noticeably slower with a base medkit, and significantly slower with proper speed addons/perks for a medkit.
Circle of Healing doesn't deplete.
It may be slower than medkits, but it's more efficient. CoH does not exist for one survivor, it exists for all of them. It doesn't run out, the only way to stop it is if the killer goes out of their way to spend time and focus snuffing it, and then it can be set back up again anyway. You mention the time it takes to find a totem and bless it but that only counts for one survivor, the other three don't have that time investment and can run to the boon to heal any time they want so long as it's up. CoH doesn't consume resources, it only consumes time, and that time is offset by the efficiency it offers to the whole team. Medkits are fast and self-use, but limited. Teammate heals are unlimited but are slow and occupy two players at once, reducing generator pressure. CoH is kinda slow but only occupies you while everyone else can keep doing their own thing, and you can use it as much as you want until the killer find it -- and if CoH is set up in a corner of the map where all the generators are done, the killer has no reason to go there and would waste very valuable time and pressure if they did.
The self-heal is the biggest problem. It is a team-wide efficiency buff that is very good at undermining a killer's ability to pressure survivors, especially in late-game, and there are few means to counter it effectively, other than just tunneling the survivor with CoH out of the game -- if you can even figure out who it is in the first place.
This post is right on the money, that perks needs to end, combined with Dead hard and other chase perks it essentially mean you are not downing a survivor ever because all they have to do is mindlessly run to a totem they know full well you can't pressure because their 2-3 other teamate are just holding the gen hostage like a bunch of bloodsucker on your legs.
there is no counter play for killer. Remove the self healf from CoH and I guarantee that the 3 gen meta will cease right there and there, either survivors will commit to a gen and win or they'll lose, end of story.
It's not the Knight or Skull merchant that are to blame, its this crazy meta of Dead hard with CoH combined with the huge and safe maps that drags games far longer than it should.
the least they could do is revert the nerf fiesta they did on killers and give us back eruptions and Hex:ruin, at least we had some plays with those perks.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373677#Comment_3373677
You are aware that I said I moved to PC, right? I haven't stopped playing DBD. Or Killer.
Here's the proof, for anyone who is interested.
I guess it is true what they say, some people never learn I guess.
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AMOGUS clearly had a lot of experience playing killer, notice the past tense in my sentence.
I am very certain that the conclusion would be very different if they played today however. Boons are very competitive right now.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373601#Comment_3373601
Nah, it's really not, you'd be better off running Inner Healing (or something) or running another meta perk in that case. It'd be as weak as the other boons AKA not worth running.
And unironically suggesting Self-Care... so, you want Survivors to basically throw...? Because Self-Care is a thrower perk and a newbie trap.
Boon are certainly worth running. between CoH and the one that basically gives unbreakable... what are you going on about?
I see some of there almost every trials and they are very impactful.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373197#Comment_3373197
Dark Theory doesn't exist. Exponential is easy to counter (It's called "pick up the Survivor") Shadow Step is only good with perks.
Am I looking at an actual example of someone who "mains" a role in this game (in this case, Killer), and is super biased as a result?
I mean, I guess it's fair that you wouldn't know what Dark Theory is, that perk never took off so I wouldn't expect an unironic "Killer main" to remember what it is, but...
And you're also yet another person who uses the word "boons" when they really mean COH, because no other boon has nearly the same effect.
Boons overwhelmingly would need buffs after Shattered Hope becomes basekit and that's final.
the more I read your "counter plans" the more I understand you never played killer, under all due respect.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373472#Comment_3373472
I've said the same myself. It's really just the easy self-healing that is the problem. I'm fine with CoH buffing healing speeds, that's a strong effect for its limitations, but the self-healing is too much. Either use a medkit or get a teammate or run Self-Care. CoH is pretty much already "Self-Care+".
I agree, the self-healing is just too much value compared to how easy it is for survivor to spam it all over the field.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373567#Comment_3373567
No no no no no! Dude! You must play by the Survivor's Morals Rulebook! You must not play to win, you must play for the fun and joy of the survivors! What are you doing being "as boring as possible"?
It is unacceptable! The Knight should be nerfed, and you should be banned for being an unfun sinner!!!
You say that but I literally just had a game on the infirmary map with a million pallets, getting flashbanged and pallet stun and flashlight rescue for 4 gen, I kid not, 4 gens of that crap...
but, I consolidated on the side of the map with basement and 3 gens ...
Hooked the first one in there with 2 jailers sitting on top for early warning as I stand by the stairs ... they DC when they realize no one come to rescue... I down another, start walking them in the direction of Basement, they DC on my shoulder...
I murdered the other to in a similar fashion, last one had the cutest Dead hard (but by then what does it change right?)
They can say whatever they want, I love a good comeback, I think it's hella fun to read their hate after the game too. <3
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@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373195#Comment_3373195
not even gonna comment on that playstyle
but i hate seeing knight being so missplayed by people when he has great potential and strats to him that don't involve being as boring as possible.
what can I say? Play lame wins games.
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Yes! Buff scourge hook: gift of pain
It should be reapplied if they are foolish enough to end up, yet again on a specifically white hook with black smoke.
I agree with OP on a lot.
The buff to lightborn would make it so much fun vs the obvious lobbies that bring 3 flashies haha
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Shattered hope basekit would help killers for sure.
I don't get why anyone would say "ok but then buff boons"... boons are all over the perk pages I see after matches already, they already are better in every ways than hexes...
They currently are very impactful... killers needs help to deal with them effectively as snuffing them out just means survivors get to reposition them (which ironically could end up helping them?)
Killers need a definitive way to deal with boons the same way survivors can deal with hexes and no, boons don't need buffs omg
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@Blueberry said:
You all just work on different gens. If injured you have a CoH sitting just outside to solo reset. If she commits to anyone she loses. If she doesn't commit and just keeps running back and forth y'all will slowly do the gens faster than she can regress them, even with all gen kick perks.
If this isn't working for y'all then people on your team are making misplays.
That's about right.
On The knight I gave up the 3 gen approach due to this. Good survivors that react well put you in a slow-but-surely losing loop too often.
What works for me with the Knight is the 2 jailors addon with map of the realm (bigger detection range)... and hard camp basement with hook perks and agi... so filthy good!
Can't wait to get the Skull Merchant with shards to test that approach with her
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372826#Comment_3372826
his low tr had little to do with being able to shoot out of terror radius. it had everything to do with his ammo capacity and yoyoing generators. 1 ammo count means that if he shoots a healthy survivor, he has to shoot, wipe his weapon/self-stun, reload, speed boost and then shoot again. that is time consuming for the killer. Low terror radius was clever way to preserve his ammo count by potentially getting an initial hit which would result in a survivor starting injured in the chase.
The other aspect of low terror radius to make yoyoing generators less effective vs soloq. soloq relies on heartbeats to measure distances for how close/how far a killer is from a generator. the more intense heartbeat, the closer the killer is near you. the less intense the heartbeat, the further away the killer is. most survivor do not understand how heartbeat works and do not yoyo effectively anyway. yoyoing is most of SWF concept more so then soloq one. that is kinda why even with deathslinger was stronger, he was not that good vs swf because low terror radius is not that helpful vs strong swf that proper yoyoing because they call out the killer's position despite having no terror radius.
*** I will avoid explaining yoyoing as concept in this thread.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372554#Comment_3372554
About the ADS, every semi range killer has a delay before they attack, i already told you that. Deathslinger numbers are 0.4 to ADS and 0.5 delay to shoot. This numbers are very in line with other killers. I understand that quickscoping with him was fun and required skill, but it wasn't good for the game as made him too powerfull in chases and gave way to short time for survivors to react.
The quick ADS timing for deathslinger was there because of the travel time of his harpoon and his tiny hitbox on the harpoon. At further distances. His gun had a lot of shot leading which gave more experienced survivors time to react to his shot allowing them to easily side-step out of the way. Survivor was always in control of his gun in terms of whether shot hits or not but it took a lot more skill to predict when deathslinger would shoot and there was a skill towards using line of sight and meticulous prediction in avoiding his harpoon gun. Fast ADS time increases skill-floor for survivor to avoid his gun. I wrote thread around 6 months ago explaining this concept in regards to his gun.
Now the survivor control is like free. With current iteration of his gun, I feel like survivor do not earn control over his gun. There is no real skill-cap towards playing against deathslinger gun. they just get control without much effort.There is more odds for him to miss a wiggling survivor then there is for him to hit a survivor which artificially creates long chases for a killer who is designed to be a strong chasing killer. Luckily, most survivors are not that good so you can still 4k with slinger against not so good survivors.
If you want my opinion on this topic, I would recommend raising his harpoon gun velocity to 1500 m/s from 1000 m/s. Make his gun near hitscan. Now survivor can have their longer ADS time and Killer can have a more effective gun if the slinger player has good aim.
I support that, it's a well articulated point and I'd love to see better velocity on that harpoon.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373113#Comment_3373113
Okay??? you realize everybody isn't you here, right? So by your thinking you would have kept Eruption in as it was?
I would have at least nerf dead hard and eruption at the same time. As to balance the game.
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in a world where the survivor can see the killer at all times due to holes in walls or small cars, there is no mind game anymore. the survivors sees what you are doing, if you fake swing your recovery is so long that they are already at the next pallet.
I am not ignoring what anyone writes, my experience with the game simply leads me to disagree.
as an Oni main I ditched the killer for now, I play knight and huntress and camp basement very very hard, this is how I get result by forcing survivors to do the 2-3 man rescue. its the only thing I know of that can force their hand and and believe me, they are salty about it.
but honestly, I would much prefer play differently, it's just not effective and that's fact, agree to disagree but stop telling others to "use their brains" that is very disrespectful.
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@killeriseasy said:
I wish there was a button I could press to not play against certain killers. I absolutely hate playing against certain ones.
I'd agree if we also get a button to unselect "dead hard" as a selectable perk from survivors.
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I am not sure how to go about it, but for certain, the game balance should be geared towards killer having a fighting chance against SWF because has of right now, them being on voice comms sharing perfect in real-time information they would not have access to under the game's design makes it unplayable for killers.
honestly, the recent nerf to our perks really hurts our ability to pressure such survivors and the new buff to solo queue with the magical UI exarcerbates that issue even more...
now you never know if they are on coms or just, you know, able to understand the implications of the free information they are now getting.
honestly it can't keep on going like this, survivors are already the power role right now and playing killer is actually anxiety inducing at the time, it's so unfun.
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I support the idea of showing the skill rating.
It is hard to know as of now if you did good, got paired with worst survivors or whatever the case may be.
the current iteration does not help as what we see is no indication of the actual skill level of players in front of us, just their game time, they could be purposely smurfing and there is no way to tell either.
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I like the idea of improving on the deathslinger, its a cool killer and its a shame that it is in such as low power state as it is now.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372800#Comment_3372800
Maybe exercise your brain a bit harder then. The counters are there and I'm pretty sure I've already said them in this topic, sorry.
I fail to come to agreement with you.
I believe the perk should get nerfed.
If eruption needed to get nerfed, than so does dead hard, end of story.
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@Vhillain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372162#Comment_3372162
Survivors: killer is too op in chase! cannot do gens, only on hook all game!
BHVR nerfs killer chase potential
Survivors: killer only camps hook and 3 gen now after winning one chase, only on hook or hiding all game!
If people didn't whine all the time we might actually have a healthy game.
I agree so much with that sentiment.
People truly put sticks in their own wheel to cry about sometimes and it hurts to see...
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Just so we get back on track here, Nerf dead hard, particuarly the part of endurance that gives a sprint boost like effect.
without the extra mobility if gives it wouldn't be considered like a free health state like it is now.
easy fix.
Of course deleting the perk completely from the game would be better, but I understand that some people wouldn't want to see such a positive change to happen.
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This fact makes the perk "Coup de grâce" actually bad imo.
Why would you want to extend your charged M1 in a curve if its not going to connect? for the edge case of a survivor making it to a pallet in the open field? let's be real, that's such an edge case that usually don't happen... the point of that perk would be to do sick curved hits but now thanks to this "thing", whatever one may call it... its just a frustrating experience overall.
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@trxppy said:
Killer Camping in this game is becoming really annoying for and for a lot of players im sure of that. Every one hour of playing this game i face a majority of 3 to 5 campers. For me that's the only main thing i hate about this game. So if you get hooked and the killer decide to camp you well the others survivors will have an easy game while you will not even play your game because of those type of players
I would suggest idk, a system that when a killer is to close to you the timer until you die on the hook stop.
Killers have to camp right now due to how efficient survivors are. with 4 of them on the field gens fly way too quickly. I would recommend playing killer for a little while to experience it, I mean this in the most respectful way possible.
the chase rewarding perks were nerfed hard lately so it's no longer a viable path to victory for most killers that are not the nurse or the blight.
with the way the game is currently balance, it is expected from killer to get an early take out on a survivor and try to defend the last 3 gens as best as possible, unfortunate to be sure, but it is the state we currently are in.
I would love to see some of the nerfs reverted so we can all resume having fun in chases too.
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I don't know, I feel like otz is playing some fairly decent survivors, but I mean, he's the meme lord that can make trapper work sometimes... so of course the survivors he plays are not always in their best light... as anyone losing to trapper would look you know?
in my book he's a very solid killer with a tons of good insights.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371614#Comment_3371614
Sorry, let me give a bit more info: People have posted clips of Onis eating several DHs in tournament matches and still winning. On these forums... fairly recently. Which indicates something.
And by admitting that the Survivors, outside of DH, played poorly and still lost the game, you actually do kinda lose the argument in the process, because that team still lost the game (because they played poorly) despite running "crazy strong perks". Which indicates that DH doesn't carry Survivors as much as people think, and skill is required in other areas. I failed to mention that it was a tournament, yes, but I DID say that the Survivors successfully landed several DHs, and still lost the game. AKA they got value, but still took the L. Which would mean that DH does not need to be nerfed if you can refuse to wait for DH several times and still win because it doesn't carry games, and you and the others are just blaming the perk instead of the Survivors knowing what to do and... well, being good.
And proper gen rush is 3 Survivors on 3 different gens, 17 seconds means 3 Survivors on a single gen iirc and 10 second clips in customs with perfect conditions aren't high level play, so you yourself don't know what proper genrush is, and balancing around high level is stupid because that's not the majority of the playerbase and the majority will never reach high level.
If you lose in a competitive settings it does not change the fact that you played poorly, in fact, we jokingly refer to DH as "a crutch perk", no disrespect here but I think that it says a lot.
So, let's agree to disagree.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371886#Comment_3371886
Defending gens is illegal, sir (or maddam)
The devs did increase the time it takes to repair gens, so you get a bit of wiggle room to get more pallets out of the way, sure.
can't say if the comment regarding defending gens is genuine or not, however, according to some, just about anything the killer does is.
I mean no disrespect but I also have to be blunt, killers do what killers wants. there is no "rules" per say, perks exists that support any given playstyle, be my guest if you want to hate on my personnal picks.
I am a fan of dragging out the games for as long as possible because it often means that survivors throw the towel before I do, those skilled enough just play their cards right and get away no matter what, feels fair to me.
I think it's rather entertaining when people try to impose their made up rules on other, but eh, maybe that's just me.
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@NaughtButWurms said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371585#Comment_3371585
Both sides need their power levels dropped, no doubt. I've long said having virtually infinite use of 4x Dead Hard's in a match is terrible for the game (for the record I've used Dead Hard maybe twice in thousands of hours. Never likes how it looked or it's rng due to ping n such). I've always thought the idea of having a global token system for Dead Hard would be nice. Every time a Survivor uses Dead Hard it takes a token away from everyone Dead Hard in the match. Maybe it could start with 4-5 tokens? Who knows, just an idea.
So yes, I agree with your opinions of the other side, although I will also say I don't "INSTANTLY LOSE" when I bring chase builds. It's definitely worse then it has ever been though. I would like a fighting chance, and it absolutely sucks that more then ever you need to stack gen regression perks to having a fighting chance versus competent teams, otherwise you're more or less left with hoping your enemy makes mistake. Then again survivors regularly make mistakes, even the best of them, and when they think they've won easily that's when they all die. I record all my game play now and I'm pretty sure even with pure chase builds I get more kills then I don't shrug. I could be wrong though.
I don't have issues when I play killer also because I'm not anal retentive and think a 4k is required to feel good about the match (that's not a jab at you, it's just commentary about how the community views "winning" as killing). I just play and what comes come. Plus when I play killer I can dictate chases! I get to have them at least! Where as solo queue survivor I'm more or less subject to 4 other players whims on how the match will go. First 10 seconds: teammates DC's. First 10 seconds: killer camps 3 gen and never chases for 40-60 minutes. Nothing I can do about any of this. With killer at least I have some control.
With that said I still think everything I've said about killers, the 3 gen meta, and Skull Merchants design stands. I can absolutely see how killer mains dealing with the current Survivor meta feel the same way I do, but from the other side. They could care less about how they perform as survivor, but their killer game play is grating and it's effecting their overall enjoyment of the game. Idk, I'm not inclined to start running super obnoxious survivor meta builds to "adapt". I'm not going to bore myself with trash game play just for a "W". That's partly why I said I'm already feeling like putting the game back down. Make the majority of my matches fun or I'm out. It's that simple.
I hear ya.
When I play survivor (believe it or not I do), I like to run Sprint burst because its rewarding to time properly and I feel like managing the ressource of exhaution by walking more than running to do it again is a cool game loop, it feels more "stealthy" and engaging.
when I play Dead hard I feel like it's ridiculous, I get to just stand in the open running in circle clicking a flashlight knowing full well the killer cannot possible hurt me or prevent me making it to a pallet unless some godly well timed lag pop up (in which case I find it hard to get mad at, due to how silly this perks gets)
Consequently, when I play let's say the Oni and a lag spike makes my power hold up, miss a target and hit some weird corner geometry it feels far more punishing as my power go down with no pay off and now I'm back at being an M1 killer for god know's how long.
for me its been this idea that messing up as survivor usually have almost no drawback and it's just a matter of "eh, let's try this again next time, it will probably work" vs as killer it has more of a "Welp, guess they'll all escape now" vibe to it.
to me it's weird, I consider 1 kill or less a victory for survivors, 2 a draw and 3 or more a victory for killer.
I wouldn't say that I care so much about the 4K ... but I do get salty when a minor mistep on my part leads to what feels like an unnevitable 4 man escape... unless they make a major mistake after that (they certainly don't always do).
for me its the big imbalance that exists between killer and survivors gameplay, I feel like its way more punishing to screw up as a killer than it is to do so as a survivor.
That's how I feel about it at least, I could understand why some people see it differently.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371569#Comment_3371569
sure it's fun when you are winning with monitor turned off. But that's not balanced state. There had to come corrections and it all started with 6.2 and still continues.
not sure what you mean by "winning with monitor turned off"
the only group of people I've seen win with an AFK member are Survivors, there is no way to win as killer if you go afk since, you know, no one is going to carry you to victory while you throw a tantrum in a closet.
not saying that you do, just pointing out the general fact that killers always earn any victory they get as opposed to some survivors who may just have had a very talented partner do the heavy lifting for them.
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Delete Dead hard, I agree.
At the very least remove the built-in SB it has. But that's endurance here that is the issue.
Endurance makes sense in "just off hook" situations... but not in "Uh-oh, I got hit in a chase due to a misplay on my part eh-eh" situations.
It should be useful to unhook someone relatively safely like once or twice... not an anti-chase perk like it is right now.
This should have been addressed by now, for shame...
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371632#Comment_3371632
The downside is what? Getting tracked for a few seconds (battery timer lol) by an M1 killer with no mobilty??
Instant Exposed. No, it doesn't need to be harder, the drones are annoying enough as-is.
Exposed for how long again?
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@Caiman said:
The code doesn't need to be harder. Especially when failing a drone hack can hit you with instant Lock On.
I disagree, the code is way too freaking easy.
The downside is what? Getting tracked for a few seconds (battery timer lol) by an M1 killer with no mobilty??
Failing that easy mini-game should cost an health state as the drone self-destruct or something... give them something to think about!
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The map is unpleasant to play for sure.
It's always been big with a lot of safe areas and good loop.
I don't get why some say the loops got worst, I don't feel like they did at all.
Poor performances on the map too now.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371271#Comment_3371271
I remember seeing 2 pallets on Ormond that were 5 meters away from each other. You could drop one, run less than 10 steps, and drop another. These maps are busted.
Meanwhile, survivors cries:
"The knight and Skull merchant 3 gen us and stall the game, refuses to chase us!"
Yeah, well... you asked the devs to balance the maps around The nurse and Blight and also, specifically to not make killers like wesker that emulate those ability...
It was bound to happen since they listened lol
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371308#Comment_3371308
I was confirming how it would work in practice.
BNP also isn't a problem. People have done the math in videos iirc, BNP is less efficient than either normal toolboxes or just bringing toolboxes with basic add-ons. DH isn't either, people have posted clips of Onis eating several DHs and still winning.
What other "crazy strong survivor options" exist btw, that might confirm for me whether you want OP things nerfed or just don't want to deal with new things that make you think differently or adjust your build slightly, like 90% of the DBD community.
Except for the math part, I fail to see how any of what you mentionned proves anything.
Oni winning through dead hard is irrelevant, it just mean that outside of DH survivors played very poorly ( it's a thing).
Also, BNP stacks with the effects of other people having toolbox, it brings down the lowest achievable 1st gen time to roughly 17 seconds... whoever mathematcian you watch probably don't play at high level and probably don't understand what a proper "gen rush" entails.
You only need 1 survivor with it in their toolbox, usually whoever brings the weakest box.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371202#Comment_3371202
You'll get there. There are a few Muppets around here but overall I wouldn't be too scared you'd get piled on and people writing that crap to you.
"Bully squads" used to tilt me a bit but I've leant just to think "What ever, have your fun. NEXT!" I just don't care enough now to let it upset me. The good thing about these players too is as you get more experienced you'll learn ways to find the chink in their armor and turn the tables on them.
When it comes to people writing slurs. Report them. Trash talk you won't be able to report. I am a sensitive person when it comes to people abusing me so it can be upsetting. I'm also a person who will fire back and likes the last word and that never turns out well on online chat. I try my best just to click next and not engage. Luckily I've had very little of this from other players. Helps that I seem to be matched with a lot of console players so they can't if they wanted to.
Good stuff, I support that.
Most of the time just clicking "next" after a game is your best bet. If you use steam I would recommend putting your steam profile to private as some people are incredibly vain.
Be careful if you beat a bully squad... they don't like getting bullied lol
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@NaughtButWurms said:
So I bought the game with the release of the Silent Hill chapter. I played relatively consistently till right after the 6th year anniversary where I took a well deserve year-ish break. I primarily play solo queue Survivor, but about a third of my play time is killer. I returned to the game about a week or so before the Skull Merchant was released. I was happy to see so much interesting new content and was thoroughly enjoying it all. I was looking forward to my next wind in DBD.
Now that the Skull Merchant has been out for about a week or so the rate in which I face her is increasing. More and more people are running her and the games are becoming completely and utterly obnoxious. I don't want to play 40 minute matches because the new content you designed is so poor it absolutely breaks the core elements of the game. Getting zero chases when the killer has a free tracking device on you is pretty ridiculous. 1/3-1/2 of my matches being tedious 3 gen game play where the killer does nothing but pace between gens from the first minute of the match is already old.
I've heard the community had just dealt with this in the previous chapter with the Knight. It's incredibly sad to hear because I love that new killer. I had no clue what the community had done with him (creating an idiotic 3 gen 60 min fiesta with the dude. no one fault but the developers though) and just played him as I would. I dropped a chase build on him and was getting great results (the matches with no DC's). I was also getting an overly high amount of DC's at the very start of the match before even the first down. I get the distinct impression the entire community wants these 3 gen issues addressed.
Please do something about this issue because I'm basically ready to put the game down again only after a couple weeks. Like, I want to play Survivor solo queue. I can't with this new killer meta mentality. The games just drag on for no reason, with virtually no interactions with the killer, and it's ruining the entire experience. They literally make solo queue Survivor impossible. You've created something so unpalatable with the direction you've gove over the last year with dropping endless meta kick gen perks and creating 3 gen based killers. The vast majority of us want fun game play. This is not it!
Don't blame the new killers on this,
Blame the nerf to killer perks that rewarded a good chase.
Right now M1 killers (not the nurse, blight or to some extent, wesker) that try to chase INSTANTLY LOSE.
I mean it. The maps are huuuge, with dozens of god pallets and safe windows, survivors rocks anti-chase perks like crazy on top of it.
As killer, try to initiate a chase? Most survivors use sprint burst on a nicely completed free gen thanks to brand new part... chase the one that didn't have it?
Guess what? After 10 pallets and 3 more free gens, Dead Hard back to square 1 no hooks...
They are on 1 gen now, wow.
So killer do what killer do, they adapt.
Put on gen pressure perks and tunnel their weakest link by camping first hook to force them off gen and trade them as hard as you can until you have to baby sit the last 3 gen for 15min... wooooo.... "fun"
Nerf the survivors, nurse and blight. Easy fix.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371247#Comment_3371247
And get 6.1 effect. Killers (at that time camping/) tunneling even more and killrate skyrocket thru the roof. It's been tried. It doesn't work
You say that, but content creators of that era proves you wrong with their chase footage by having actual fun chases.
And of course kill rate skyrocketed! Any departure from 0% (unless survivors play bad) is going to hit the inflated ego of the most favored group badly!
But I get it, nurse-blight OP cry-cry
Can't other killers being relevant smh
I guess back to tunneling, face camping and 3 gens!
Until then.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371304#Comment_3371304
Um... I did read.
"And... okay, so it would be programmed where if a Survivor brings multiple boons, and places them, and then the Killer snuffs the totem... COH is deactivated and rebooning a totem won't apply COH?"
I wrote this in response to you. We are saying the same thing.
Okay then, makes sense.
I wasn't sure as you wrote a whole paragraph instead of... you know... agreeing.
I wouldn't be against buffing boons in a world were DH, Brand new parts and other crazy strong survivor options were finally nerfed for good.
I think that fighting for map control for something other than gens or pallet would be a cool dimension to the game if killer actually had "time" for it.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371292#Comment_3371292
Pentimento is a very special kind of re-lighting where it more so takes up a slot where a totem was. It's not really a re-lighting perk, more of a hex perk that activates through broken totems. Not quite the same as boons.
And... okay, so it would be programmed where if a Survivor brings multiple boons, and places them, and then the Killer snuffs the totem... COH is deactivated and rebooning a totem won't apply COH?
Honestly, if we're going to do that, I would rather just buff and nerf boons. Not just make them basically removed from the game, because then that would make it too risky to run. We'd lose another perk that can compete with meta perks, meaning more DHs.
And I know all about hexes, I'm not a new player. That's why I think that boons should be adjusted so that they're high risk, high reward, like hexes. As it is now, they're low/mediocre reward for low risk. Which makes them forgettable.
You really don't read eh?
What I am saying is just, survivor get's to bless a totem with CoH (this one only) once per trial.
This doesn't affect others boons in any shape or form, period.
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I support OP, as Oni using the mace attack on a survivor laying down on a pallet that I am smashing 3 times only to see them walk away unharmed is absolute cringe.
Who the hell thinks that it makes sense for a pallet to offer such immunity to damage?? Its beyond me.
At least I still get to smash them through windows I guess... that's when the geometry allows it anyways...
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371283#Comment_3371283
I mean, that would indirectly hurt other Boon perks, because then stacking COH with other boon perks (due to how BHVR set things up) would be a bad idea. If your COH is destroyed, you lose all of your perks.
Honestly, it's better to go with the "optional permanent destroy" basekit ability, since then every boon can be buffed and they're no longer forgettable + failed new mechanic.
Well, no.
Some hexes can be re-light while others can't.
Making CoH a one time deal would still make it very strong (people would probably hold it until they actually need it instead of spamming it all over non-stop)
Such a change would have 0 impact on other boons, it would be a perk specific change.
Read on how hexes works, killers have it way harder lol
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Just nerf endurance to not give a SB effect and they will stop "hugging" killers like they were cute plushies.
The issue is the extra mobility.
They do not need to run for their lives if a third health state just bail them out to next pallet garanteed.
That's the only way it should change.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371275#Comment_3371275
This will then involve gigantic buffs to every single boon then, correct?
Because as it is, COH is the only boon that exists, basically, all of the other boons are forgettable, Dark Theory basically never happened and the devs clearly abandoned Boons after only a few chapters.
I would say that only CoH needs to be counterable the way hexes are.
Remember that some OP perks got turned into hexes in the first place to allow a counterplay due to how impactful they were (NOED)
COH is in the same position.
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That perk also create another issue;
As killer you can no longer hurt survivors to deplete their pool of ressources (medkits) or coerce them off gens for a moment to heal a partner (gen pressure)
Because you know, somewhere on the map there is a blue source of unlimited free healz.
If killer finds and snuff out the boon it should be dead forever, the same way Hexes get shut down.
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You could buff brutal strength all you want...
But if the pallets keeps being so numerous and adjacent to one another the way they currently are... it won't do anything... just saying.