TheRealConsent
TheRealConsent
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POV: You're a Survivor main pretending to be a Killer player
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All of these teleportation methods are very unique? How else can things move? You either fly, swim, run, walk or teleport from point A to point B.
Obviously flying and swimming are out of the picture due to game design. Blight runs, Wesker "runs", Hillbilly runs. Most killers walk, and a few of them teleport. There's not much else to discuss.
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@Astel said:
I am not a fan of making something basekit, and Corrupt is one of them. I think the perk that can be basekit can be the perks like Shattered Hope and Deerstalker.
And you forgot FOV slider(shadowborn).
Survivor basekit:
- Take an extra hit after an unhook (Fair, but if the unhooked person tries to bodyblock im going to tunnel his ass)
- Unhook yourself after proxy camp (Fair)
- Basekit Unbreakable was discussed
Killer basekit:
- You get to see more?
Comparing Shadowborn to literal game advantages (some deserved, some not) is unjust.
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^^^^ This.
The ratio of Survivors to Killers is 4/1. A survivor is BOUND TO bring a map offering most of the time
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@fussy said:
This is #1 change he needs imo
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608272#Comment_3608272
Also instead second point Soma Family Photo should be basekit. Overclock mode should literally overclocks him. Now you barely reach survivor before Overclock Mode runs out, if you run in straight line.
Anticamp 100% shouldn't be a thing, when his power literally encourage him to use his cameras. With AFC mechanic this is rudiment existing for nothing.
I think a 5% speed buff might be overkill. But, something similar could be speeding up the accelaration process once you teleport. To balance it out, you could incentivize camera teleports by giving this buff to them.
Or another interesting thing could be to reward long distance teleporting instead of teleport spamming, and every 10 meters for example gives you +2% haste for 5 seconds? I'm not quite sure about how else it could work.
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@pigslittlepet said:
I hate to be the one to say it but it sounds like you just need to get better. That Is one of the better killer maps right now. I never feel bad about a rpd match and I can't remember the last loss I had there. I'm not saying I'm a really good killer, I lose a lot, just not there.
I'm talking about a specific scenario, not in general. The point is, fanatic hiding is a very good strategy with little to no counterplay for an organized team, and this needs to be adressed.
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Haven't you seen or read the latest player satisfaction survey? This is probably something they're already working on.
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POV: You played too much modded Minecraft
Deathslinger is fine, and no killer needs this level of complexity. He just needs a speed buff to 115%, and he's gucci
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MFT needed to go. Your problems have other solutions. 110% killers do NOT deserve to put up to MFT, let alone MFT + Hope.
Don't defend a bad balancing design.
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If NOED goes, kill Adrenaline with it. Its either both, or neither.
I dont use NOED, but if survivors can complain about losing 2 health states at once because of a perk, killers can complain about having to inflict 2 health states just because of a perk.
Also if you DO use NOED, dont feel bad. These survivors were also using Hope + MFT against 110% killers.
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"Thirth", haha.
Anyway, as a killer main, no. Well, yes. Depends on the situation.
If both survivors were still trying their best and doing gens after 2 disconnections, i would either hook the first i find and give the second one hatch, or i would farm BP with them until they got the gates. HOWEVER - If one survivor is hiding while the other is doing gens, i will absolutely encourage the person i find doing a gen to lead me to his teammate.
TLDR; If you were just hiding and your teammate was trying his best, you deserve to die. If you were both hiding, you both deserve to die. If neither of you were hiding, you'll probably both escape.
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Honestly I agree, but survivors outnumber killers 4 to 1. It's a LOT more often that you'll face 4 survivors that spawn on 4 different generators, rather than specifically bringing an offering to have them spawn together.
Like map offerings. It's on both sides, but HEAVILY favors survivor usage.
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Too strong for Decisive. Its going to lead to a FTP + Buckle Up type of meta, where the unhooked person will bodyblock with Off The Record, twice.
And when they finally go down, the Killer is in a lose-lose situation. If you wait, they have Unbreakable. If you pick up, you get slammed by DS, which is normally not too bad, but plus all that distance? No thanks. Im already annoyed by people who OBVIOUSLY have DS, and just try to make you tunnel. You know what i do to them? Literally just tunnel, since they only have DS once. Ask for it, and you'll get it.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615076#Comment_3615076
No you don't. Nobody deserves anything. It's rng and a lot of luck.
Tell that to the survivors that teabag on the hatch or the gate.
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Honestly, I've played one blink Nurse before, and its rather fun at times. I dont know why, but psychologically (and LITERALLY) i feel like im playing with one arm behind my back? Like my arm genuinely feels weird when i play with one blink...
Anyway, point is, a good nerf to her while still keeping her identity could be making her a 4.6 with 1 blink. Anything else is either too big of a nerf, or too big of a change.
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The killers dont like being affected by your items either.
-A killer main
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Tell me you're a fanatic survivor main without telling me you're a fanatic survivor main.
Dude seriously said Deathslinger should have his reload time increased. Although his base reload time recently got buffed just because of how reload speed add-on reliant he was.
And he said Demogorgon's shred was unbalanced? I'm 99% sure he's the most balanced killer in the entire game, agreed upon by every survivor and killer.
I don't even list the rest, it's just constant killer & killer perk nerfs, with lots of survivor & survivor perk buffs.
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@Deathstroke said:
In many maps gates spawn right side by side and killer can patrol then just turning his head that's what you want right? Hatch stand off only exist if killer wants to waste incredible amount of time. Kills or escapes should not be automatically quaranteed it's fine how it is now.
Fam, if I get 3 kills along with finding the hatch (which is a 50/50), I DESERVE THE FOURTH.
It's so ridiculous that this can even be defended. Imagine if the Killer had a button to press that randomly appeared on the map after 5 gens were done, and there was a 50% chance one of the survivors just had a heart attack and died upon pressing it.
Is silly. I did my job, why does someone get a free escape?
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Alright, some of these ideas are cool, like giving survivors perk-esque signature abilities, like basekit Deliverance, arguably balanced because you know which character has it.
The mechanic one however makes me doubt how much you know about this game's balancing. 25% instant progress? That's like 2 BNPs in one person basekit. And that's assuming it's a one time ability.
I'll be honest, the game favors the other side, depending on which side you're playing on. But the general consensus for the power hierarchy in this game is SWF > Killer > SoloQ
3gens imo aren't really problematic unless your whole build is made around them. If the survivors put me in a 3gen situation, of course I'll abuse it.
Tunneling? I'd say situational. I try my best to not tunnel as much as possible, but in a critical moment where I either grab another hook stage or lose the game, I'll use whatever tools I can. That being said, I don't support fanatic tunnelers.
I hope tunneling and the difference between SWF and SoloQ can be fixed. Why? Because that means killers get buffed in accordance. That means the playing field can finally be leveled as both sides can get more consistent matches. Remove tunneling, severely halt kill rates, and buff killers accordingly to ensure that a solid 50-60% kill rate is achievable without people being forced out of the game.
Point is, it's unbalanced for both sides. You cry when you see an Alchring Blight, I cry when I see a SWF with 4 toolboxes, a Midwich offering and 3 White Oaks. Really just depends on which side you play.
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@Blinckx said:
Litteraly you just need to move two step away from the hook to check the pod without being slowed for 5 second
Hook, move two step, check, no slow down, done, here you go
Not 2 steps, more like 2 seconds of moving away from the hook.
Also its a QoL change. And sometimes those 2 seconds matter a LOT.
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Tell this to the survivors that teabag on top of the hatch as if they've earned a victory lmao.
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Tf is this dude saying
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Oh nevermind I read it wrong entirely, I thought the killer would get aura revealed if he snuffed the totem, kinda like Retribution. Don't mind me!
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So, you put Exponential, CoH and Shadow Step along with this perk on one boon.
The killer has two options: Snuff, or snuff. It's too powerful of a boon. Plus, it's infinite.
It's like if Plaything was active along with Haunted grounds on the same hex.
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@Venusa said:
Giving killers basekit NOED is like giving survivors basekit Hope.
But even then basekit Hope makes more sense. Because you're rewarding survivors for repairing all gens and surviving until end-game vs. rewarding killer for their lack of ability to sacrifice all survivors before all gens were done and just existing until end-game which doesn't require you to do anything but fail.
I'm not advocating for basekit Hope. I just know the reaction it would get to suggest such a thing and try to show a different point of view where even having basekit Hope (which is absurd) would be fairer and more logical than basekit NOED.
Absolutely unrelated.
Killers are weak early game, and survivors are strong. Killers are strong during endgame, but survivors are weak.
Doing all generators doesn't give you a win, so why should it be rewarded? You're still in the game so long as you're not through the gates.
This is like saying the killer should be rewarded for each person that is dead on hook. Which, would be an interesting incentive to prevent tunneling actually.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558280#Comment_3558280
gaining stacks from special abilities would open up the perk for S-tier killers. That would make the perk broken.
I think the perk is fine right now. Current state is ok. If anything, the perk needs soloQ buff = give information to obsession that the perk is in game once killer gets 4 stacks. That's it. Everything else is IMO fine for a very strong, but still fair perk.
Out of the 3 S tier killers, only Spirit can use STBFL and she can already use it just fine.
Nurse fatigues arent hit cooldowns, nor are Blight stims. Hit cooldowns are more like Demo's Shred and Nemesis' tentacle.
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Okay, to balance it out, lets also make it gain stacks from special attacks and reduce special attack cooldowns too then.
What you're saying is only viable for a few killers anyway. No one can run STBFL with the immunity you're talking about anyway aside from Demo/Alien.
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Id say yes, except Hyperfocus exists, therefore i say no.
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Honestly, the only issue i see with hitbox sizes is with survivor haste.
If you have a 110% survivor running around a rock against a 115% killer, the speed difference is less like 5% and more like 2%.
This also means a 4.4 killer will always lose distance against a survivor with MFT + Hope unless they get bloodlust.
That, is stupid.
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Guys, to clarify, i am from Eastern EU (Istanbul, Turkey to be specific) and im connected with an ethernet cable, not WiFi.
And this issue has been super painful, so please share your own experiences in the forums as well so that it may be fixed. Good luck!
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Im both sad and very happy to hear im not alone. Perhaps this is enough for some resolution.
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The Singularity is very strong right now. A tier, if I were to say so myself.
If you're on console I can understand your frustration, but if not I just have to say skill issue.
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No.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/384127/oppression-needs-love
coup de Grace got changed in the 7.1.0 - Nicholas Cage mid-chapter patch, where it received a massive buff that allowed it to gain up to 10 tokens maximum in the Trial, with 2 tokens gained every Generator popped.
that is wrong. you can still only hold 5 stacks. they only increased the amount of stacks gained for losing a generator from 1->2.
He said 10 tokens maximum in the trial, not at a time.
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@blithes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487021#Comment_3487021
and i understand that and i'm not saying that i want the survivor the survivor hitboxes to be like a perfect outline of their body so it's impossible for them to be hit, i can imagine this would make the game 10x harder for killers like this, i'm all for leniency and aiding the killer.
however i'm sure you can understand and see how frustrating it can be when a hatchet literally flies straight passed you while you're behind a wall/tree/fence whatever and you still go down, or when you're all the way through a window and already running away and still somehow get hit and go down? i definitely agree in thinking that survivors are biased in this topic, and i think thats due to the fact that we go down for what we believe is a kinda bs reason, but i'm open to hearing otherwise.
i'll admit i am a little clueless when it comes to understanding the whole ping and latency to servers and how that stuff works in this game, so i can't really argue your point, but this type of thing never happens for me in other games at least? like if i'm standing behind a wall in overwatch say, i would never have something thrown at me and it will kill me? to my understanding you're saying that the game just has a delay in registering where the survivor actually is, and where the game thinks they are? (correct me if i'm wrong)
do you think that if dbd hypothetically had more/better servers this would be less of an issue? or are you under the impression that this is something that cannot/will never be looked into?
Latency is basically the travel time from your input, to the server. The server then processes the information, and reflects your input to everyone else that's playing the game.
So let's say you have 60ms ping, and the killer has 60ms.
If you start running on your screen, he would see you run around 120ms after you do it on your screen.
Since hit validation happens on the killers side, this can lead you to get hit in ways that don't make a lot of sense on your end.
Like you run behind a wall, but on the Killer's screen you're still not there yet. So, they hit you.
A lot of people blame the killer's ping for it but it's literally like making a baby, you need two to tango.
Pallet drops work like hits though, it's client registered iirc.
So if you drop a pallet and a killer clicks at the exact same time, whoever has less ping will win.
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This is literally how it works in every game. What would you prefer, the guy having to calculate into the future and throw it to where your hitbox will be in the future + ping?
The thing is, survivors are VERY biased in this topic.
For every window you get grabbed through by a Wesker, another bound ends with Wesker bouncing off.
For every stun you get that ends with a hit, a killer hits, gets stunned but does no damage.
In games, the aggressor has to be the validation source when hitting. Because you can't calculate where someone will be when their data hasn't even gone to the servers yet. The alternative we have to the current situation is that the Huntress would have to throw the hatchet IN FRONT of you.
No. He already has to calculate your speed, direction, hatchet curve and travel time. Imagine if he had to accommodate for your ping and his ping combined too, lmao.
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@TurboTOne said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485294#Comment_3485294
Thank you.
I really didn't get how just 3% could make such an impact.
But i also did a calculation in the Meantime.
If you are about 5 metres away from the Killer. Made for this is gonna give you roughly 1 seconds more before the Killer is able to Hit you. And 1 single second is sometimes enough to reach a Pallet or Window in Time.
I'll give you something bigger.
Survivors can hug loops tighter. When circling a structure, their effective speed is not 100%, as the killer has to take a wider turn.
Made For This + Circular loops makes your speed less like 103% and more like 105%.
Perhaps even more in Rock loops where you have a REALLY round loop, where you can never go straight.
MFT + Hope + Loop means a Huntress can NEVER catch up without bloodlust. Think about it.
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Bro just called Iri Hatchet and Tombstone good examples of add-ons, lol. They're broken.
A good example of add-ons are number changes for the most part, and very little effect on playstyle.
I think a very big consensus in the game is that Wesker had the best examples for add-ons. Strong, but not overpowered. Not useless, not underpowered.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/383815/map-offerings-need-to-be-removed
Imagine thinking those are the only good killer maps and not acknowledging that certain maps are good on killers and other bad on them. Lery's and RPD is pretty good on stealth killers, but Lery's is bad on Blight. The Borgo is great for Huntress because many walls have holes in them or are not high enough. The game is great on Doctor. Indoor maps are great for SM. Maps with more than one floors are bad for Artist. Open maps are great for Hillbilly but can be difficult to traverse for M1 killers.
Can we stop pretending killers can only play in two maps and have advantage?
Okay and what's your point? I should play 4/30+ stealth killers to have 4 good maps instead of 2? Or maybe the 3 ranged killers for 3 good maps instead of 2?
There is 1 killer and 4 survivors. Obviously survivors will bring more map offerings.
Good maps for every killer:
- Midwich, Dead Dawg
Good maps against most killers:
- Eyrie, Borgo, Garden, Game, Lery's, Red Forest, Asylum, Ormond, RPD, Toba, Coldwind.
You see the imbalance here?
And this is without pointing out the fact that RPD, Eyrie, Garden, Borgo and Toba were released back-to-back, and are now boosted.
You can always argue that Game is good for Nurse because of verticality and small size.
You can always argue that Ormond is good for Singularity.
You can always argue that Coldwind is good for Huntress.
Wow, a few killers have advantages in VERY specific maps. That means the maps are fine!
- You, probably.
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@Boons123 said:
Do you think that by removing it, the maps will balance on their own?
The game keeps sending you to those maps, so you haven't solved the problem, you're just putting salt on the wound
The salt are the map offerings. At least my wound can be at peace if I get Coldwind the 7th time in a row randomly.
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You're saying this but I bet you spend your time laughing your ass off after vaulting behind Weskers, lmao.
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The Singularity is A tier.
Any non-console player has NO right to complain about his strength. Cut the copium and admit that you just aren't good enough to play the damn killer.
Singularity is arguably the third hardest killer to play and master. (Blight > Hillbilly > Singularity).
If you don't like playing him, just say so. But just because you can't get kills doesn't mean that Larry lacks anything.
In fact, I'd argue he'd still be relatively powerful in his PTB state. I was worried about a nerf when it was going live, and was very surprised with a buff.
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Honestly even as a 115% killer I can tell when the survivor has MFT 90% of the time. But that's fine, slightly faster looping against a regular killer is something a perk can do.
But 110% killers? It's ridiculous. Especially combined with hope.
And you said you earned the combo if you make it to the endgame. But it means you're punishing killers for not tunneling. Most of my games, I get my first kill at around 6-7 hooks. If I instead killed 2 people, I wouldn't have to worry too much about MFT + Hope.
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And every match I have to play a game of luck with a survivor after getting 3 kills.
First, I need 3 kills. Then play a 50/50 hatch game. Then, if I win that, I need to patrol gates which more often than not are too far to patrol with an M1 killer.
(Spoiler alert, the survivor's escape isn't deserved. My 4k was. But it's gone, because why not lmao.)
Imagine if after 5 gens, a button randomly appeared on the map. If the killer found it and pressed on it, a random survivor would have a heart attack and die.
Not a good idea?
Well, it's fundamentally what hatch is.
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The worst part is, this is still not adding the fact that survivors can loop tighter.
This, in theory, means that a survivor with MFT+Hope is faster at looping than a 110% killer.
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Maybe before complaining about a perk, you should read what it does.
The current Pain Res is basically Old Pop, but you can only do it 4 times.
The current Pop is basically Old Pop, but it's worse in every way unless the gen is 99%.
You see the difference in comparison?
Pop used to be unlimited Pain Res. The one you're bothered about right now is if Pop was dissected and put back together in a shittier way.
Point is, Pop does 30% of CURRENT progress.
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- Start game
- Have Corrupt
- Have Penti
- Have Shattered
- Enjoy permanent 30% slower gens, healing, recovering and gates
- Play Plague and combine with Thanatophobia for 50% slower gens
- Win.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479596#Comment_3479596
Why does a 3K automatically mean a 4K is deserved? That's like saying repairing 4 gens means you deserve to repair the 5th.
That's the entire point of the hatch. A 3K is a 3K, not an automatic 4K. This distinction has to be made, because if every 3K = 4K, kill rates are grossly inflated (resulting in killer nerfs and harder killer games where it's even harder to 3K) and it means when it gets down to the last 2 survivors, the game is already lost. If the game is lost at 2 survivors, then survivors give up, and then even a 2K becomes an automatic 4K, which grossly inflates kill rates, etc. etc.
I said most cases.
Because of course the last two survivors can finish the final generator and one of them can get the gate.
But why do I get a 3k at 4 gens left just because of RNG bullcrap? Why doesn't a random survivor have a heart attack and die when 5 gens are done with zero kills?
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@GolbezGarlandGabrant said:
Unless hatch spawns right at survivor's feet killer usually wins hatch. Then it's exit gates which also tend to lean in killer's favor.
So you're saying a mechanic that activates AFTER a 3k (which in most cases means the killer deserves a 4k) is balanced?
So you have to get 3 kills, then do a 50/50 on hatch, and THEN hope the exit gates are close enough to patrol?
Also idk what world you live in but as a killer main I can tell you gates are usually too far to patrol or obstructed lmao.
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@Yoshirama said:
Imaginé complaining because you can’t 4K every time
Bet you would complain if a random survivor died during EGC after you completed 5 gens.