THE_Crazy_Hyena
THE_Crazy_Hyena
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052277#Comment_4052277
Thats the thing PVE isnt that bad to come in even if its old game because people play togeather vs ai enemies but PVP thats different level especialy if its asymetrical horror game than its hard to jump into it when its 10 years old and majority of people playing it have 1k or more hours and years of experience and knowledge.
Trust me, this is the case for most games that has been around for this long, or even longer.
Asymms are not exclusive to this problem. MOBA's, shooters and other games with PVP activity is the same way. SBMM might as well be non-existent. -
@Kupega said:
The one thing I want them to test more than anything is bringing the gen repair bonus and penalties from 2v8 into the regular game. 3 gens pop before a single hook? Gen 4 will be extremely slow now. 2 teammates dead before one gen is halfway? no worries, the survivor is suddenly the greatest mechanic ever seen.
Some perks would need to be adjusted such as Pentimento and maybe Gift of Pain/Weeping Wounds, and some gen speed perks and maybe toolboxes. The idea is far more complex than I'm presenting it and there is probably much that I'm overlooking in regards to it, but I think it's worth a consideration at least
One suggestion that has been circulating lately is to revert toolboxes back to their original state, where they had more charges to begin with, but much, much slower repair speed (like 10-15% or so), and also take away the increased skillcheck chance, to reduce the effectiveness of builds like Hyperfocus + Stake Out.
Another good way to incentivice hooking would be to change hook sabotage into a hybrid system of the current and the old one, where it takes longer to sabo, but the progress does not get reset if you let go of the interaction, while also keeping the current 60 second hook respawn logic in place. That way, if a survivor wants to sabotage, it requires a lot of setup first. -
Friendly reminder that naming and shaming of players is not allowed here.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052320#Comment_4052320
Perks like Friends till the End and Alien Instinct is highly problematic, since it often enables tunneling, where the fresh unhooked survivor gets targeted by it.
Actually, Friend's til the End incentivizes spreading hooks. Especially when the Killer hooks the non-obsession, the Obsession is revealed and exposed, leading to a potential easy second down if the Killer can reach them quickly enough. I've lost many matches to Killers with this perk due to how quickly they spread the pressure with it.
It still needs to be changed, where it prioritizes the survivor with the least amount of hook states when selecting a new Obsession. I have lost many matches to this perk as well, since the perk seleced me immediately upon being unhooked, causing the killer to tunnel me out for free.
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The only good maps that has come out lately has been Freddy Fazbear's and Ormond Lake Mine. Both of which are fairly balanced.
But some changes are necessary to make the rest of the maps good to play on.- Consistency. Currently, maps has very inconsistent tile and pallet spawns, which severely affects gameplay for either side.
Sometimes, there are huge gaps in between tiles, so that survivors has little to no resources to work with, or highly unsafe fillers. And other times, you get super-strong tiles chained together between structures.
This needs to be looked into, and hopefully fixed by removing the procedural generation of tiles, and instead make a few variants of the same map layout that shows up in the map rotation. - Maps that favor one side over the other, like Badham for survivors, or Fallen Refuge for killers. These needs to be made better to play on for the side who has the disadvantage.
On the topic of Badham. It can also screw over the survivors, if enough generators spawn outside in the streets, which makes them super-easy to pressure as killer. - Loops needs to go back to the way they used to be. Fewer overall pallets, but stronger loop tiles, and slightly better fillers.
- Less clutter on some maps, where killers often bump into random pixels, despite nothing being in the way.
- Removal of invisible walls. Enable fun stuff again.
- Consistency. Currently, maps has very inconsistent tile and pallet spawns, which severely affects gameplay for either side.
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Survivor Counterplay.
Hard-tunnel from the start has been the de-facto playstyle for many lately. I believe a lot of it stems from certain content creators, who has dipped their toes into the competitive scene, who makes others believe that it is the ONLY viable strategy to win games, even in public matches.
Now, tunneling has always been present in the game, but in 2022, when patch 6.1.0 dropped, that is when it got taken to a whole new level, since the survivors lost a lot of the counters they had to tunneling. And with the killer powercreep that has been ongoing for a while now, the problems are only getting worse, since it gets much easier to do. This in turn has prompted the survivors to optimize everything fun out of their gameplay, and stick to gens like flies on horse-dung, which has made the survivor gameplay loop incredibly stale.
Also, on the killer side, before 6.1.0, you had perks like the original BBQ, which gave a BP bonus, that also served as an incentive to spread hooks early on, in order to guarantee the bonus.
One counter I have seen is to have teammates with Shoulder the Burden. I escaped a hard-tunnel thanks to a random teammate with StB. The Nemesis player was so angry afterwards.
Other than that, I would say that the only other counters to tunneling would be the usual suspects, like Decisive Strike, Dead Hard and perks that takes away your scratchmarks, and those that makes you silent.Aura read is a whole other can of worms, and it has only gotten worse and worse with time, with several perks on either side enabling this.
- If you know that the killer has aura perks, you'd use lockers a lot more to block the aura reads.
- If you as a killer knows that the survivors has aura read on you, make sure to never chase them in areas with a lot of LoS blockers.
- Perks like Friends till the End and Alien Instinct is highly problematic, since it often enables tunneling, where the fresh unhooked survivor gets targeted by it.Game Health.
A good incentive would be to revert BBQ, and change some of the hook based perks to give bonuses based on unique hooks.
Take Pain Resonance for example. A good way to change it would be to change the current token based system from starting with 4 tokens of 25% regression each, to zero tokens at the start, with a base 8% regression on the first hook, increasing by 4% for every unique hook afterwards, up to a maximum of 20% that will trigger on every unique hook afterwards. These tokens would stay if you keep rotating hooks. However, if you decide to tunnel someone, you'd instead get a negative token, and if you tunnel someone out before hooking someone else, the perk gets disabled for the remainder of the trial.
This is a more healthy way of making the 1v4 potentially stronger, and the 1v3 potentially weaker.
This approach could also work with perks like Grim Embrace, by keeping the current effects for unique hooks, and also add on the 10 second block for every unique hook afterwards, but with the caveat that the perk disables if a survivor dies by normal means (suicides does not count).Another perk that I have had an idea for a change to would be Hex: Ruin.
Instead of starting as a lit totem, it would instead activate once the first survivor gets hooked, and gets progressively stronger through tokens, gained from unique hooks.
First hook: A random dull totem gets lit, placing the Hex onto it. The curse causes generators not being worked on to regress automatically at 60/80/100% normal regression speed.
Second hook: Regression is increased to 75/100/125% speed.
Third hook: Regression is increased to 90/120/150% speed.
Fourth hook: Regression is increased to 105/140/175% speed, and the repair skillchecks becomes Cursed (red).
Cursed skillchecks require you to hit a Great skillcheck (with a 50% increased window) in order to continue repairing. Hitting a good skillcheck will cause the progress to halt for 2 seconds.
This totem then deactivates when the first survivor dies by normal means.Changing these perks would definitely help incentivicing a more hook-oriented playstyle.
Another way to combat tunneling would be to disable the unhook notification sound. That way, a killer who is actively chasing someone, won't necessarily drop chase to go back to the freshly unhooked survivor, unless they keep staring at the HUD all the time.
Feedback.
I would say that these forums are probably the best place to leave constructive feedback for the game devs.
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Billy, because he is a pure skill matchup. It mostly comes down to who is the best at mindgames, and that is a ton of fun.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047782#Comment_4047782
Thing is what 10 yeals old game is friendly for new players?
Especialy if that game is quite specific from other games like some shooter games like csgo,pubg where the core is all the same just "point and click" move and cover but this isnt case in DBD. To your advice its just best what they can do and if they wont be matched against killers with too much experience and good game sence hiding can help them last longer.
I could name a few games that are kind to newer players, despite being over 10 years old. You just have to do some research around the game communitites.
PVE/Co-op games are prime examples of those, and as someone who has played the multiplayers of both Mass Effect 3 (2012) and Dragon Age Inquisition (2014), I can wholeheartedly say that those games are beginner-friendly, thanks to the communities.
7 Days to Die (2013) is another game that is fairly beginner-friendly.When it comes to PVP on the other hand, those games are never beginner-friendly.
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052079#Comment_4052079
Stuff like this is why some people dont take the other side seriously.
No, like genuinely, why would i take a killer main seriously if thats majority of responses i get as a survivor main?.
Probably the same person, who wouldnt agree with the sm gutting but then do a 180 on stuff, like fog-vials or wake up. Reading this funny asf.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052020#Comment_4052020
Im dyyyying reading. Its bad enough that even people defending killers ( @runningguy ) are NOT getting involved. Because the guy is calling everyone a liar.
Other killer mains atleast try to have a functional discussion.
Discussions like this would make me want that @Sluzzy somehow reappeared out of the blue. They were quite infamous back in the day for speaking up for the survivor side
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052212#Comment_4052212
Generators are obscured, even on outdoor maps.
DbD's sound-mixing is bad.
With the three-gen change, relying on a three-gen is not as reliable as it once was. I'm not saying that change was bad; I'm just stating how it is in relation to this topic.
Checking generators that someone may not be on is not as certain as returning to a hook.
Survivors have strong-enough loops. Whenever I go down as Survivor, and I do, it's not because a map is too weak.
Survivors have strong-enough loops. Whenever I go down as Survivor, and I do, it's not because a map is too weak.
It's not that maps are weak per se, but the problem is the inconsistency in tile generation. Sometimes, you get powerful chain-loops, and other times, it's as empty as Rotten Fields.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052202#Comment_4052202
You're conveniently ignoring the time commitment that is required to find which generator someone is doing and down them. Meanwhile, the Survivor on the hook could have already gotten healed and get on a generator, along with their rescuer.
And you seem to be forgetting the change that was made in 9.2.0, where the generators got lit up, so that you can see progression from a mile away.
Like, unless you are on an indoor map, you can quite easily make out which generators has progress, and which ones does not. And unless you play without sound, I fail to see how you cannot hear generators with progress on them. They are quite loud, you know.And here is the kicker. Don't mind losing a few gens, if they are in unfavorable positions. This only shortens the time investment needed to rotate between them.
And, so what if the survivor on the hook gets rescued far away. Do you turn around to tunnel them? Or would you put pressure on the gens being done, while you are in the area you are checking?
Of course, if your goal is tunneling, then why would you even go to check out gens being worked on far away in the first place?@IamtheMilkman said:
https://forums.bhvr.com/dead-by-daylight/discussion/463476/slugging-and-tunneling
are killers ever gonna get better maps with less pallets?
When survivors gets less fillers and stronger loops to compensate, then we can reduce the amount of pallets.
It's either or, when you consider how weak most loops are today. -
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052164#Comment_4052164
No, you cannot.
And, in the process, give people a free unhook, and lose my most valuable source of pressure.
This argument would if people stopped pretending that base-kit protections did nothing.
Yes, you absolutely can. If you put pressure on multiple sources at the same time, one on hook, find someone on a gen, chase them off, as a teammate has to commit to the unhook, which means that only one survivor could be left on a gen.
This "has to camp/tunnel at all cost" mentality is often a losing factor for the killer.
And to be honest, I have lost more games as survivor where the killer is actively pressuring the survivors, instead of proxycamping/tunneling one survivor.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052167#Comment_4052167
Thatd be cool if we got more icons. I just started maining nemisis and wanted to switch to him now as a 9th main lol then noticed the option missing.
I'm still waiting for Sable 🤭
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052165#Comment_4052165
https://us.v-cdn.net/6030815/uploads/HHTP0Q18WP9B/screenshot-20260202-011755-samsung-internet.jpg
This is all im getting. Cannot find the change picture button in its usual spot
Yeah, that was what I was getting as well. They must have messed up something.
Maybe they are adding new stuff, and the option comes back when they are done. Who knows really? -
@ShanoaLegendaryPlz said:
Or have they moved the option somewhere else because i can't seem to find it anywhere now.
I don't think there is a limit to it.
It is found under the "edit profile" option.On second observations.. the option seems to have vanished 🤔
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052156#Comment_4052156
Base-kit endurance, base-kit haste, base-kit anti-camp, and extended hook stages. Four off of the top of my head. You're not worth any further time.
And? You can easily bypass the measly anti-tunnel measures if your mind is set to it.
You can also use those 70 seconds to pressure people on gens, instead of hovering around the anti-camp range.This argument does not get you anywhere.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052098#Comment_4052098
I would say tunneling is consistently strong on most Killers, perhaps except the bottom few.
Obviously, having a better power (anti-loop or mobility) will lend itself well to being a better tunneler. That's most of the Killers in the game now.
I will say this next part, and I promise I do not mean it arrogantly. I played a lot of Killer. I pushed about as far as I could possibly go, ending up in limited competitive matches, but ultimately, I lost interest.
So, I understand Sadako is not, hmmm shall we say, a strong anti-loop Killer? However, even still, I cannot recall feeling like I couldn't guarantee a death, if I so chose.
Theoretically, we did see that update. That was 6.1.0. We saw quite an increase in tunneling, despite many Survivor nerfs, Killer buffs and massive perk combos. Indeed, if there was a time where Killers did not need to tunnel, 6.1 would've been the time. CoB, Eruption, Overcharge and such dominated gen defense.
If we bring a carrot like that, which I am not opposed to, we do also need to make sure nobody can abuse other strategies whilst still reaping those benefits.
Based on my own observations, I would definitely say that 6.1.0 was the real turning point in the game, and where tunneling really started taking off. Take away the survivors' means to strongly counter tunneling, and then you make it easy for the killer side to capitalize on that.
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@CrypticGirl said:
The hostility in this community is just getting worse and worse. Maybe it is time to shut down the forums for good... 😢
Maybe so, but this is still the "tamer" forum out there.
I have seen examples of much worse on places like Reddit, X or Youtube. -
@Star99er said:
I could see them reverting the nerf and maybe reducing the stagger reduction from -75% to -66%. It's hard to say which maps could take advantage of this in year 9 but I do think BL could use a buff up to par with Lithe and Sprint Burst which see the most play these days.
I think the only map that would be somewhat strong today with BL is the RPD map, and more specifically the west wing, yet it will not become an infinite loop, just prolonged, thanks to the extra distance.
Most other maps has pretty much zero ways for survivors to make infinite loops on today.
Last year, when Balanced was bugged, and were essentially back to its old self, I struggled to make any meaningful distance with it anyways, since there is almost always a way for the killer to bypass a second floor window nowadays. -
In this day and age, with all infinite possibilities removed, I'd say go for it, and make Balanced a good perk again.
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@top500spiderman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051675#Comment_4051675
This is just not true, most swfs in high ELO gen rush. Ask any competitive killer or just go back and watch their streams.
Just because you goof off in SWFs doesnt mean thats what they do, the 48% in high ELO proves that.
being able to do a gen in 24 seconds from just synching a few perks, again shouldn't be possible.
Who said that we are high MMR?
Also, comparing the average SWF to Team Eternal or any of the comp teams for that matter is like comparing a team of masterminds to a team of rowdy teenagers.Also, high MMR survivors knows how to be as efficient as possible, thanks to their callouts.
And, you really don't have to be in an SWF group to utilize a pure genrush build. It can be done solo, with perks like hyperfocus, stake out and bardic, with a double charge commodious toolbox. If done right, you can do a gen all by yourself in less than 30 seconds. That is what you call genrush. -
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051888#Comment_4051888
Krasue is prove that even the strong killer can be less played than weaker ones if they feel clunky like twins, I barely saw her to way less than twin through whole year playing survivor.
On top mayers rework droped and that was the most important part of that patch so krasue was overshadowed here by mayers and than nerfs came which made her popularity even smaller and she became another twins in this game (atlest devs changing her or making any change to her power didnt buged so hard that it almost broke the game compare to twins).
I only saw krasue spam-played when players discovered how easy she was to tunnel people off of the hook with. Especially paired with bamboozle and dissolution.
When that got nerfed, most krasue players moved on to other killers. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051900#Comment_4051900
I think Henry is a fun, colorful, easier version of Nurse, as in if you already play Nurse you should be able to manage the vine attack well. But I agree, it's not going to work the other way around.
Problem I'm having is that my opponenets as either role already seem to know him perfectly. The survivors are breaking LoS, holding W to get out of range, adjusting their movements based on what I do, and not clinging to check spots or walls. The killers I play against know what I'm going to do before I even seem to, and no matter what move I make I almost always seems to be in the hit radius. I have to assume I'm getting a lot of people who played extensively on the ptb, particularly the killers. It feels like I took a month off from this game and came back to a killer everyone already knows. Lesson learned. Next time a killer that's likely to be popular and strong is coming out I'll have to try things out on the ptb.
Now that you have a Steam Deck, that option is available
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051467#Comment_4051467
this was the best change they added, from the anti tunnel
that and the bonuses like the movement speed on hook was nice until power is used/chase is started
Also regarding all the others who are saying killer is more stressful coz you are alone: Communication can be really stressful and being mindful of those you are playing with, I talked about this on another thread but people really underestimate how hard it can be to communicate effectively.
I'm not saying killer doesn't have it hard, anyone who is A-S tier though, that arguement is invalid IMO lol, my games on dracula are super chill even if I lose.
I just had a nurse lose who crashed out in endgame chat coz she DCed after she lost a 3 gen, saying people were cheaters or a team, embarassing. P100, was backfilled coz the other killer left.
IDK, as soon as you tell me you play Nurse or Blight my sympathy is gone.I am actually a Myers main :) - scratched mirror in fact. I did not like the dashslop change at all.
Always liked the horror-focused killers more -
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051266#Comment_4051266
personally i think it should be bannable with the advantage it gives compared to a normal game but the devs gave their verdict already
I'd understand banning things that gives players advantages over others, but someone mentioned harmless things like custom perk icons being bannable for some reason. That is the kind of logic I will never understand.
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Wouldn't the best solution be to just remove the unhook notification sound.
I have seen so many times that killers will actively drop chase with someone as soon as the unhook notification go off.
As someone who plays killer without relying on tunneling people, this change won't affect me, personally. -
@squbax said:
Nit even chilean just some south american ones, playing in SA is literally hell on earth. I pay for quite a good internet service, lowest ping I can get is 90.
@fGringo said:
when is there gonna be chilean servers? 10 years of this game and i still cant play as i should, getting hit by BS 80-100 ms is VERY frustrating, imagine how it feels as killer… PLEASE, add chilean servers, we need them
Considering that the South American server is located in Sao Paulo, which is pretty far from Chile, or the southern part of the continent.
I would say that optimally, there should have been a server location somewhere closer to the Pacific side of the continent. Not sure how well the networking infrastructure is routed past the Andes mountain range, but I guess that is also a culprit to why your ping is high, since the routing is so much longer than it should be. -
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050905#Comment_4050905
To be fair, Others Might Be
Surprised To hear all Of the Numerous "Examples" they've provided to support their evidence over the years.
I see what you did there 😉
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Okay, this is serious!
Exploits like this should NEVER be able to exist in a PVP multiplayer game. -
We need to make sure the old lady wins this.
Also, I don't quite agree with the Urgot-legged killer vote, it doesn't exactly fit the theme of a fallen angel. -
@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050397#Comment_4050397
aura perks are not common, slow down perks seem to be the meta at the moment and has been for some time. and a good stealth players know how to overcome these perks by knowing how to avoid them such as no where to hide…you learn the distance where it cant pick you up. do rats do gens? i dont think they do, they rat in the corner somewhere which i dont do lol.
Aura perks are more common than you think.
And the new killer thrives with aura perks, much more so than regression. -
@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050306#Comment_4050306
Not true at all, the hatch exists and when closed, the gates are still an option. Just had a match where my team did pretty bad (a bot would have been better). 2 gens remain with 1 dead bot, 2 survivors about to die on hook…. When they died, it was hatch hunting time. killer found the hatch, closed it….gates were powered. i stealthed my way to a gate, took my time, opened the gate and escaped. i actually saved the end of the match to show how stealth can be used to escape when things are looking bad with hatch closed.
Point is, its never game over and not an excuse for DCing. Its an option many take because they can.
Let's be real for a second. Just because you were able to make it out a gate, doesn't mean that everyone would be able to. You also have to factor in tile and gate spawns too. In like 80% of my survivor matches, the gate spawns are really unfavorable for the survivors, with very short rotations for the killer (or there is a hill with perfect view between the gates), so once that hatch is closed.. game over. Or if you are lucky, you can gamble with the chests in hopes to find a key.
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@Janick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049517#Comment_4049517
Wow thank you very much! You just made my day! Just happy that players love the gameplay and content of this chapter!
I tested it well on the PTB, and I had a few matches last night, so here are my personal thoughts about the Stranger Things characters.
I can definitely say that most of the issues with "Vecna II" that were found in the PTB has been addressed well in the full release, and he feels a lot better to play against now.
You can also happily tell the design team that they did an excellent job with the new character models, since they look very closely to how the characters appear in the show. Definitely a solid 9.5/10 when it comes to accuracy.
However, I don't know how feasible it would be to fix the proportions of the in-game models of Dustin and Robin, so that Dustin appears the same height as the female survivors, and Robin being as tall as the male survivors. This is just a nitpick, but it would be great to know if it could be done, for the sake of accuracy.Other than that, the gameplay loop with "Vecna II" seems good, and in the greater scope of killers in DBD, he'd fall into the average strength category, similar to characters like Wesker, or other ranged characters like Huntress or Deathslinger.
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Sable, and it is not even close.
Edit.. I realized that this was a necro-thread 🙃 -
This seems to be a recurring thing with every major update
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Quite the contrary here. Survivor has been a miserable experience lately. Pretty much every game has been "tunnel, tunnel, tunnel" for me.
But with this disparity, I would say that the matchmaking is really to blame here, considering how some seems to get super easy matches, and good teammates, while others get the potatoes, and the game expects them to hard-carry their team against a sweaty comp Blight, who has zero chill.
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I mentioned this already back when they were available on the PTB.
Dustin should have a short model in the game, and Robin is supposed to be taller
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@revertbbqchilli said:
With how fast the gens are, the gen regression rate needs to be increased. Disagreeing is you admitting not playing both survivor and killer.
Disagreeing is you admitting not playing both survivor and killer.
That was oddly specific, and generalizing.
On another note, the base regression could have been increased to let's say 0.33 charges/sec, but by doing so, all other regression based perks would need adjustments. -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049064#Comment_4049064
Comp really. There's a reason that the rules for comp have massive restrictions for survivors outside of like 3 killers.
Isn't there restrictions for killers as well? Certain perks are not allowed on certain killers and so on. That sort of thing
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Aesthetically, I really like it, but gameplay-wise I'd rather leave it out of the rotation
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049021#Comment_4049021
Scaring yourself is top tier horror vibes.
Also, being in the shoes of Michael Myers with Scratched Mirror. Now that can be peak horror in this game
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I'm not easily stressed out, but you know that feeling where you have a string of games in a row, where it feels like you can't seem to catch a break at all. That is what stresses me out the most about the game.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048486#Comment_4048486
If old lady wins and I get sleep darted as killer I'm uninstalling this game bro 😭
"Sleep tight" 💤
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@bm33 said:
I really wish they'd stop sending links in email, it's unreliable and having to contact support when you don't receive the email with a code even though you receive all their marketing emails is a pain. It would be nice if there was a message center on the BHVR account page itself.
i wish they brought back the universal codes instead.
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048362#Comment_4048362
Appreciate that… and yeah, I know it’s a long one. If you had to pick just one point to prioritize (anti-cheat, SoloQ tools, MMR, etc.), which would it be?
Matchmaking definitely needs to be a priority, especially when you consider how lopsided things tend to be.
I have 2000 hours in the game, been playing on and off since late 2018, and at times I get matched against brand new players when I play killer. This should ideally NEVER happen, and in those matches, I often feel so bad that I let the survivors go.
In all honesty, I miss the days when the game had ranks, before BHVR started experimenting with MMR. Those days had the best matchmaking experience in my humble opinion.
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I have noticed this too. I often get Toba, Nostromo, Lérys, and one variation of MacMillan in one rotation.
But it seems like Toba and especially Nostromo are often selected, and it has been this way for the past two weeks.
I rarely ever see RPD, the sand maps or Garden of Joy.
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I voted for the old woman. DBD really needs a "super-granny" type of character, in a similar fashion to Ana from Overwatch.
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Long read, but the ideas proposed were pretty good, and healthy in their approach
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047890#Comment_4047890
So it's on the survivors to be skillful when Ghoul requires no skill to play at all. Skill should be required from both roles. There's a reason he's so popular.
This is why I don't mind getting demolished by a good Billy for example, as compared to getting stomped on by a ghoul because they just leap on top of you, cancels their power, and you gain absolutely zero distance, because the recovery time on the cancel is non-existent, since you can do it while airborne.
Billy takes probably hundreds of hours to be properly good with, while ghoul is like "ooh me press M2, me on top of youuuu."
I guess that is the closest analogy I could muster.
Billy is a skill matchup, in how good are you at curving around corners without bumping into things, versus how good the survivor is to dodge you.
Ghoul is just power-spam into guaranteed hits.So yes, Billy feels fair, becuase he takes considerable skill to master, but ghoul is way too simple realtive to his power level.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047743#Comment_4047743
S-tier is a buzz word as it's an effective way to summarise the issue.
Skully wasn't an S-tier she was just boring and really badly designed. S-tier of stalling and making boring matches perhaps at the time.
Legion is arguably an S-tier in 2v8 because of how broken it was when paired with another killer, DBD players don't usually play other games to be aware of group toolkit synergy. Legion 2v8 is a great example of that lmao, they were right to change them, it wasnt fun to play against.
Ghoul is considered S-tier, it's a matter of opinion and they are really effective in casual lobbies, scaring most casual players away at that. even if we took it your way, they are still widely and unanimously hated across the board by the casual community.
S-tier survivor options are being dealt with like syringe and styptic if you wanna argue that, which btw isn't that much higher lol.
It's just a summarisation, you being able to identify what I was talking about just proves its effective in communicating that. So thank youLast iteration of 2v8 was so good, since Legion was absent. It actually felt like a properly balanced mode that could go either way. Legion + Oni spam was what killed the fun of 2v8 for me in the previous iterations.
