TicTac
TicTac
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@Colt45m said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018158#Comment_4018158
Thats no fun. A comm system would help solo a lot and it would attract more players to play the game. More players=more revenue. It would be a lot of fun and killers could slug, camp and tunnel all they wanted.
I think it would be toxic as hell. In which other game do you use the ingame-chat? Some would just always mute themself, other blast their music with no remorse and others are just angry or trolling.
Yh you will meet some nice people and maybe you will switch to swf with them, but you will also have many annoying interactions.
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That could only work if map rng gets removed. Otherwise the amount of map layouts would just make it really easy for unnoticed bugs.
You also cant give every killer their own layout, but its really hard to group all killers. Its not only M1-killer and good chaser. Some killer can get rid of pallets quickly, others excel against windows, others can zone survivor, others have high mobility, others need cover to sneak up or some have attacks which render some loops useless.
And then theres outlier maps. How would you balance Midwitch against Nurse? Or would you weaken Indoor-maps if its a stealth killer?
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017493#Comment_4017493
Bugged mindbreaker has great synergy with every killer, does it not?
No exhaustion perks are nice, but some killer like Blight dont care that much about them. Others really struggle against exhaustion perks, but they also cant catch a survivor without exhaustion perk.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017485#Comment_4017485
Myers has exactly 0 ties to Mindbreaker being bugged.
What are you on about? How did you get to that conversation?
They say that Myers is so op that you need exhaustion perks to even have a chance in chase. Which is a ridiculous statement.
But with that reasoning bugged mindbreaker would have great synergy with shape.
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I dont understand. It decreases the TR by 25% out of chase, right? So if your TR is bigger than 32 its a buff compared to the old version, lower than 32 its a nerf.
Wasnt the point to nerf it for killer with an already low TR? So yh it was not a good change imo, but the Myers change has nothing to do with it.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015845#Comment_4015845
Exactly this!
When everyone in a match is of a similar skill level and mindset, then tunneling is VERY counterable. The only reason so many people think it is insurmountable is because this game does a very bad job of matchmaking people of appropriate skill levels and attitudes together, and so you get solo queue teammates who don't have any idea what they're doing, or just give up at the slightest inconvenience. It follows that the logical solution is to address matchmaking, so people are matched with suitable teammates and opponents, instead of trying to twist the fundamentals to handhold weaker players.
Identifying and exploiting your opponents' weak spots is the key to basically ANY PvP game. If you leave your pieces hanging in Chess and they get taken, no one would argue that your opponent was playing unfair/mean/its not a valid strategy/rushed their objectives. It's simply how the game is played, and DbD operates on much the same principle. So often when Survivors in my matches complain of "tunneling", they actually just left their pieces hanging. Healing under hook, taking aggro while on death hook, body blocking with their post-unhook protections etc. Learning how to not make yourself a target for tunneling, is an important skill for Survivors. And protecting your teammates in the event they DO get targetted is an equally valuable skill, but no one seems interested in learning it.
Too many people seem to have forgotten that Survivor is a team role, and are only interested in their own Survival.
Well, while i agree that its very counterable, its also hard to measure it that way.
Because if you have 4 good survivors with anti-tunnel/reset-perks, tunneling or even winning with half the killers is impossible.
So without rules its really hard to have the balance to make tunneling engaging for each individual killer. Best case is that the skill level of the killer and survivor makes it engaging, but that happens rarely.
I really liked the time when many survivor complained and left the game and i got finally over 90% decent teammates in solo que. But killers got stomped hard. Now its the survivors again which go down to fast or give up. A bodyblock is pointless if someone needs it every 10 seconds or doesnt use it to reach a strong tile. Knowing about hooktiming is nice, but if the other survivor still farms immediately in front of the killer, i cant stop him.
TLDR: Bad survivor are the problem, but if they were good, average killer would get destroyed while tunneling.
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It is possible to get the translation relatively quick, but it would be nice if you explain the data in english.
Up is Japan, down is the world. The first percentage is the amount of people which play solo, then duo, trio, squad (well, that was obvious). The second percentage is the escape rate.
Which is roughly 6 percent higher in Japan.
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It doesnt even need an competition, its just needs a dip in playercount. Doesnt matter if the players switch to a shooter, sportsgame or whatever. Yes, a competitor makes the problem more urgent, but both can work.
Either way, the problem is what would the changes be? I think everyone agrees that less bugs would be nice. But is that something to get players back? It would probably be something more in line like new modes (like 2vs8), big events with cool rewards or even a strong new license.
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@burt0r said:
And how would that supposedly work for 4 survivor and the 1 killer?
What if another survivor or the killer uses a different offering? Is the chance still 75% for you?
What if all survivor use one and the killer uses another? Can the 4 survivor force their map or is the killer equal?
What if all survivor use 4 different one plus the killer with another one? Are all 5 now equally possible or does the killer one outweigh the others?
Well, probably like the old 99%.
But it doesnt matter, if one side can decide which map it is, it will always be a problem.
They should just fix their map-repeat-prevention-system.
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@Anniehere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015448#Comment_4015448
Vittorio is centuries older than any other survivor if we look at his lore. Bill and Ash are a good argument, but they're iconic licensed characters who've both been through dangerous situations before.
But the point of the thread is biological age. Otherwise they could just use a young girl from old egypt.
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@Anniehere said:
Marketing is crucial. My guess is that if they ever make an older looking survivor, she'd need to look cool or at least have a strong lore to make her stand out.
I don't know how much realism matters behind the scenes, but I don't think an old woman would run with the same animations as the 20 year old survivors, unless she's meant to be athletic or not much older than 50.
I think Vittorio did well because they made him attractive.Vittorio isnt even that old, he is roughly the same age as Wesker. Ash is older, Nick Cage depends and of course Bill.
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@GentlemanFridge said:
I mean, that same reasoning can be applied to all S-tiers.
If you're not actually going to give tips, this really just boils down to "just dont go down".
Isnt that just obvious bait?
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If you stand next to the gen its the button you would use for a toolbox
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Depends how good you are with looping. A good Looper can use Deli, Unbreakable, DH and DS. Get your deli ready and now you can play aggressiv. Even if they catch you they cant slug and if they hook you, just unhook yourself in their face with two anti-tunnel perks.
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I dont understand how Spirit suffers from pallets. The only pallets she needs to break are god pallets.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014403#Comment_4014403
I think this simplifies each killers identity too much, and doesn't adequately describe what killers are affected by the pallet density update more or less than others.
Bubba absolutely suffers with a lot of pallets because he lacks a means of effectively catching up. With a lot of pallets in the area it extends his chase time considerably because Survivors are afforded the ability to chain pallets continuously and keep him eating pallets instead of using his chainsaw for a down. This is different to Hillbilly, because Hillbilly has no cooldown and is fast enough that he can far more often cut Survivors off before they reach more pallets, so the pallets are much less of an issue for Billy.
Similarly Pig doesn't really have a tool to manage pallets and certainly not in the same line as Kaneki or Krasue, because Survivors can just throw pallets and hold W to stop Pig in her tracks and completely deny her from even trying to use her ambush, and thus she is horribly impacted by greater pallet density… while Kaneki an Krasue have the mobility to severely punish a survivor who tries to do this, by stopping them from leaving the pallet and forcing them to play it, while also having tools to be far more potent than Pig at that pallet to boot… and thus are far less affected by pallets than Pig is.
That's just 2 examples, but there are quite a few killers who don't fit in the category they have been placed, because while in theory they might have pallet handling in their power, it actually plays out very differently in practice.
Billy has a lot of stuff over Bubba, but the main thing is that he can outplay pallets with curving. If a Billy just uses his saw to destroy pallets and to catch up, he will lose.
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There are some problems but they can be fixed.
A survivor in this state shouldnt be able to do this things:
Use items: mostly items for blinding.
Drop pallets: to help another survivor in chase, pallet save
Vault: denying pallet breaks or killer vault
Stun the killer: Head On, Last Stand (vaulting covers that)
All of thar needs to be still impossible for atleast 5sec after exiting this state, otherwise you can abuse it for an easy save, stun etc.
With that said the timer must be long enough so the killer cant outwait it.
You still have the problem that this survivor can just watch the chase of others and make mindgames with callouts impossible or run into the killer to hinder his vision a bit.
Personally i would like it if the antitunnel would be more like "you cant find me" than "im here but you cant hit me." So like elusive + completely invisible or/and the teleporting with lockers from Vecnas hand.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013369#Comment_4013369
Hawkins is very good survivor map and counters killers like blight, larry, billy which are very strong killers and some paletts are very strong when predroped on that spawns in center when there is gen becomes god palett that cannot be ignored and killer must break it.
Yh i said that.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013666#Comment_4013666
I see it both ways some games as killer I would get one or two more kills if I had basekit unique hook reward and other when survivors pop 3 gens and I get first hook when they start working on last two at this point it would be gg with antitunnel changes because your only way to get back up is tunneling and other unfun strategies but if these changes went live then I could just stand in corner and wait for next, Iget it some survivors would like it and shame the killer more than now and other wiould protest that they didnt get chased enough and these changes are bad for them, its hard to tell till we see what devs cooked and served us in live version.
The sad part is that even with this changes tunneling would be your best bet. Forget the gens, take someone out and try for a second in endgame.
Its just hard with the gap between different killers. You need decent chase time to keep survivors in check, but its too easy with nurse but impossible with others if the survivor play it safe.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013403#Comment_4013403
If good killers can win thousands without ever losing, why can't survivors?
I don't know why survivors are satisfied with losing when killers are entitled to winning most of the time. My complaint is survivors should be able to drastically increase their win rates with skill when killers can with less. The balance has never fit usual PvP games.
Yh and which killer has that winstreak? S-tier-Killer like Nurse laugh about this little pallet update. Those killer would need to be nerfed, those pallets just hurt weaker killer.
And survivor can do insane stuff too. The world-record-escape is now under 2:30. All gens done and the killer was trying his best and it was high mmr. That team destroyed killer left and right until they got their WR-record.
If survivor do winstreaks they also use restrictions. They dont allow perk repeats and also not the best items. They have still high streaks and they have it harder. They need to schedule game-sessions with four players, a killer just needs to play.
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@Mistfit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013282#Comment_4013282
That's just ######### map design and really there aren't that many killers you can't play. Not to mention there's never a need for you to go upstairs. Hawkins can be killer sided a good coordinated team can turn it around
The problem with Hawkins is that most survivor dont know how to use the pallets and play the map.
You need to know which pallets are predrops, which you can chain and which you can greed.
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@Anniehere said:
Her phasing sound is now non-directional, so it's harder to tell exactly where she's coming from. The way to deal with her is to focus on positioning. I'd recommend watching videos from the Killer perspective to better understand how Spirit players think and plan their match.
Edit: I changed the video with one that shows examples of the chase.
Since when is it non-directional again?
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012878#Comment_4012878
No you can do it while they're healthy. Are you sure you were not getting the prompt?
I didnt check for the prompt but he ran into me and i did a short swing (the same like old tombstone). It happened twice now, but maybe im just dumb. It works fine with the addon for the old version, so its probably bc they need to be injured or exposed?
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@Dwight_Fairfield said:
They have to be death hook. You can tombstone them if you activate evil incarnate. If they're slugged you can just Mori them.
It doesnt work. They are death hook, have 100% no endurance, i only tap the attack button like with old myers and they just get hit normally. Must they be injured?
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@Necromonicon said:
If we're saying that Chucky is a stealth killer, he's the best on your list. Slice and Dice is crazy strong antiloop, his height can allow him to mindgame tiles other killers can't, he can loop tighter than other killers, making his 110% speed less of a drawback. The semi-recent buffs to cooldown and scamper make him all the better. He's also the least affected by the recent pallet density changes. Everyone else has to deal with the pallets but chucky can generally get a hit at the loop if you stay and between loops if you leave.
Yh im on the fence if he is a stealth killer or not. But he has undetectable and can sneak up on survivor.
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@Anniehere said:
I'd say Wraith and Dredge. They have great mobility and can end chases fast.
How can they end chases fast? They have no strong chase power.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/458292/add-match-replay
there are multiple programs that record matches or do replays. nvidia for example. i have mine set to record the previous 5min. (whole matches takes up way too much space lol)
He wants to see the survivor perspective.
For the question: i heard its hard to add it in retrorespect. So they cant do it, bc they didnt planned it in the beginning.
For the situation: did you hear a falling survivor? It happens when they teleport. Or you could check if its an epic-account or has typical cheaterperks like Hyperfocus. But you can never be sure. But if there was really nothing for self-unhooks (even no luck-offering), its impossible to self-unhook. So it must be a cheater.
My advice: just report them. If its a false report, nothing will happen. I get often accused as cheater and reported.
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Ace is really a crime.
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Thats not really true. Yh you dont let someone go second, but just going for the unhook yourself is not the most efficient play.
You dont have any info about deliverance, wicked or even the anti-camp.
You dont have any info about te guy finishing the gen next to the hooked guy bc 70 seconds is a long time.
You dont have any info about the guy crouching next to the DMSed gen.
...
Dont get me wrong bad teammates are a bigger hindrance in solo q than info. You also can get quite a lot of info in the current game and most survivor dont use it.
But it is not enough info. You will do misplays which would never occur with comms. And some of them are easy to fix (deliverance for example).
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Its pretty easy to reach his new "T3", but this state is easy to loop. Basekits its only 40sec, he has a 6sec cooldown for his attack and he cant outplay most pallets. And he slows down when he activates it, so no tier up and insta hit is possible.
Pair that with his base stats (big/easy to spot, no map mobility) and he is no big threat.
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@Pizzaman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011460#Comment_4011460
how would you fix that? It sounds annoying with such teammates, but i see no way to fix that.
Proper skill-based matchmaking would be a good start.
Fair enough. But i think the current is fine for that. I play well and get no pallet-thrower teammates. I barely have a match where i have no pallets left. Quite the opposite, i sometimes lose (2 dead) and weh have still unuswd god pallets.
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But if there were only a few strong pallets, the problem would be worse.
So i think more weaker pallets allows more skill expression and is better for insta-throwers. So its the better way for both skill groups.
My main problem are killer with absolutely no chase power who need to kick pallets or wait for bloodlust at high mmr, but i guess there are plenty of strong killer with over 40 now.
But back to your problem: how would you fix that? It sounds annoying with such teammates, but i see no way to fix that.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010829#Comment_4010829
See, all these 80%-90% KRs leave me numb but I see 60% overall ER and I'm shocked. That should be a rule and not an exception for experienced players.
I also have a 60% escape rate, last months it was even 70%. But my lifetime rate is 40%. But i didnt get better (my new main has even a worse rate than my old one), what changed was the anti-go-next-changes.
The biggest problem in solo que is not missing comms (but more would certainly help), its the quality of random teammates and their tendency to give up.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/458089/weird-abandon-condition
alright goodluck on garden of joy or gideon as hag without "meta" gen regression…
There isnt a problem if you always let the last two live. MMR is weird, but if you never "win" it stays consistently easy.
Kinda funny that OP plays for the "challenge".
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010550#Comment_4010550
I usually dont get any value out of the exposed when im not playing a killer with very high mobility. So the only thing it gives is obsession change and maybe an aura reveal.
Doesnt seem like a perk that needs to be nerfed imo.
Yh there is no exposed perk in the game right now that needs a nerf.
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@radiantHero23 said:
Is friends till the end really popular?
Kinda on some obsession builds. But more to switch and find the obsession for example pwyf and not for the exposed effect.
Lockers are an easy counter.
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@ReverseVelocity said:
I have a mean build on Ghostface that's PWYF, Furtive Chase, PWYF, Game Afoot, Corrupt and Drop-Leg Knife Sheath.
I'd say the best fits for PWYF are stealth killers where dropping chase is part of their gameplay. Wraith is a very good contender since he can end chase instantly by cloaking.
Thats an interesting take. Wraith has it also a lot easier to find the obsession and bodyblocking in cloak becomes easier with more speed.
The only problem is the amount you need with two hits, so maybe an exposed-perk is helpful.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009254#Comment_4009254
I have too, but it really depends on a lot. Lose enough of them and you start to lose hope and that leads to giving up/begging the Killer for an out.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009463#Comment_4009463
We did have that option before and it was removed. If DCing was considered more of a white flag (since you're replaced with a bot), I don't think it'd be as bad. As is, you have poor balancing and low morale plus harsher punishments for not committing once you've queued up. The grip has to be loosened somewhere.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009484#Comment_4009484
100%. That's why I say I haven't noticed an uptick in the quality of my trials so much as I've been forced to stick out bottlenecked trials until the Killer decides to down all of us.
If dcing would be more accessible, i would just quit. Bots are most of the time useless, sometimes even infuriating. They are spooked by the TR, easily to kill and sometimes buggy.
They are only useful if the killer is dumb enough to chase a good looper and they are just on a gen.
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Interesting. When did you reach level 100? I only got it yesterday.
For my milestones: i only have only one at step 10 (but not completed. Its about escaping trials. Most are at 6 or 7.
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@not_Queef said:
A new legacy cosmetic would be pointless because it would be super common, which would defeat the whole purpose of having it in the first place (wanting to show off something super rare). Nobody would use it after a couple of days.
Thats always the case. Like noone uses those skins when they come out, they all become only popular after three or more years.
Every rare skin was irrelevant at the start, the only exception are skins, which require a high skill level to get. Or a superexpensive (buy this phone for 1k, travel to this specific place on that date).
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I think its fine if you compare it with Plagues infection. If this part of her kits gets too difficult, weaker players cant access her entire kit.
But i said compared to Plague. Her power needs to get weakened to that level. It should be difficult to loop, but not like now.
She should also have a higher cooldown for it and a longer down time for an m1 after it.
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Lethal pursuer is great for early stalks. Paired with BBQ you can get some nice angles to stalk midgame.
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It would be so nice. You could show Deliverance with the same icon. At the beginning they added more icons to the hud, but now they sadly stopped.
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@Rokku_Rorru said:
That would be a fun anti tunnel ability, my only concern is hyper mobility killers + small maps
Dredge instateleporting in the right locker would be insane.
But if its a random locker + elusive to be completely quit, it is really hard ti find the survivor even if you cross the map in 5 secs.
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@BloodBird said:
https://us.v-cdn.net/6030815/uploads/9GM9IIZ6NP2D/image.png
This WAS your reward for the original max prestige of P3 when they added the p100 changes.
Literally just give us this reward for p100…. I don't see why its any different.They could do something similar. I have it on almost every killer from that time and on Ace. I wouldnt really care if its not exclusive anymore, but they never did it with legacy either.
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006392#Comment_4006392
It is hard in times when you are involved and not keeping track. The devs pushed visuals so much and now at a critical moment they don’t. It doesn’t make sense and is very confusing.
Not really.You are not exposed, so it doesnt show. Its the same with Oni, Billy, Bubba,…
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Skull Merchant.
I did a 5 matches with every killer experiment, but even then i didnt play her. She is P3, but its the only killer except Krasue i never played.
Its a mix of didnt like her at release, too many would dc and now she gets a rework anyway.
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What annoys me the most is the animation of tiering up. You are already locked in Pursuer Mode, so you cant really sneak up, so why do i need to give the survivor more distance? 99% was harder, but it felt so much better.
Second is the slaughtering strike. Feels clunky and not that effective as anti-loop, but fine maybe i need to learn. But why does it has such a long cooldown? Im on a timer already.
And for last, its minor, but i still wanted to say it: as special attack it removes synergy with many perks. Completely fair, but thats a huge downside compared to old myers and the strength of the slaughtering strike is not enough for that.
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@ImWinston said:
Nurse isn't an "S" tier... Nurse plays a different game than DBD. No killer (old or new) will ever be like her. That said, Krasue is really strong and will definitely get some nerfs. In my opinion, she's even stronger than Kaneki before the nerf.
Obviously. You could loop Kaneki even at peak power. Krasue can down with her almost unstoppable power. But to be fair i have no clue right now how to loop the head
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004437#Comment_4004437
I appreciate you laying out those multiple situations! This makes it easier to organize feedback for the right folks. Thanks!
The boosts after unhooking (elusive etc.) were great, but could still be weaponized. Pallet or flashlight saves and just dropping pallets for other survivors in chase.
But the most problematic one is that there shouldnt be situations where the survivor wants to die bc its the best outcome for the team.