TieBreaker
TieBreaker
About
- Username
- TieBreaker
- Joined
- Visits
- 4,626
- Last Active
Comments
-
Some people got nothing better to do than to whinge about everything.
-
You brought Pentimento and Plaything on Skull Merchant, and brought a selfish offering whilst everyone else brought a generous offering. I think you might be experiencing karma lmao.
Either way, you will survive.
-
DL and LF are so inconsequential that they don't need downsides.
DL is so strong that it needs harder skill checks to balance it out? LF is so strong that it can't even quiet footsteps when walking or crouching, temporarily deactivates when fast vaulting, and completely deactivates whilst injured?
It's like BHVR thought these perks were going to be meta breaking and decided to nerf them so they didn't become too popular. Since their releases, I think I've seen LF maybe twice, and haven't seen DL once.
-
Destroy both add-ons and replace them with this new add-on:
Uber Tombstone Slab
After hooking all survivors once each, Myers enters Tier 4. From this point in the match till the trial is over, Myers can insta down and Mori all survivors.
Busted, yet much healthier.
-
Survivor balance is fine for the most part. I'd love a round of improvements to make survivor feel better to play. Certain aspects of survivor feel really clunky.
-
Yeah, this change needs some tweaks. It dramatically buffs proxy camping with something like insta-down hatchets and makes unhooking against a camping Deathslinger impossible. I get that being unhook spammed is annoying, but there are more nuanced changes BHVR could do that wouldn't buff proxy camping so much.
-
@Neaxolotl said:
So with this change, we would have: first chance to win as a full team, seconds chance to win as a team of two, third chance to escape through the hatch, and fourth chance to escape through gates
"catch up" mechanics is nice and all, but it's kinda funny if we think about it
If matches were consistent I'd say we don't need rubberbanding of any kind. But when you take into account meta perks, busted killer add-ons/survivor items and random matchmaking, it becomes at least worth considering whether some form rubberbanding would be beneficial to the game (as in it reduces the amount of one sided slaughters and encourages more people to play the game).
@Seraphor said:
If the red team scores 5 goals before the blue teams scores 1, should the blue team be given 4 goals for free?
Whilst I'm not sure about the OP's suggestion, I still think rubberbanding mechanics can be good for a game health. It's doesn't have to be strong enough to give players whiplash, but small changes could make the experience better overall.
-
Yeah, "Hold W" is one of those terms that gets thrown about as though you just hold forward and somehow waste a minute of the killer's time. You can sprint past one loop, but you're likely gonna have to play the next one.
@Blueberry said:
Is this saying survivors underestimate how much time hold w wastes or? I'm not sure the point.
I believe they're suggesting that the effectiveness of holding w to the other side of the map is overstated.
-
Play the perfect match, also known as performing the appropriate sacrifice and praying the matchmaking actually works lmao.
-
Wesker isn't too strong. I think he's in a good place as far as balance goes. I'm not so sure about his infection. Being mildly hindered for a while can be played around. But his infection doesn't have a work around. Once enough time has passed, the infection is complete and you can't loop anymore.
I kind of wish that you could use the antidote gradually instead of needing to remain still for the entire duration. That way survivors who are being chased have some sort of counterplay, instead of just getting hindered, and going down due to moving too slow to loop.
-
@radiantHero23 said:
A hot topic for almost all of dbd history. Map offerings have always been a topic of discussion in this community.
Some deem them unfair, others put the shame on unbalanced maps in general.
Recently I seen a lot of people rooting for a removal of map offerings.
I personally am for a removal as well, because the give a huge and, in my opinion, unfair advantage in a trail to the played that used it.
Myers at this point has to be changed up and his one funny, spooky playstyle (something that in this day and age isn't even valued that much anymore) should not be restricted to map offerings. He desperately needs help but not through map offerings.
What are your experiences and opinion? I'm curious how the communities perception has changed.
I'd be in favour of them going. I'm sick of being dragged to the same realm repeatedly. I get tired of playing against the same killers and the maps are no different. I don't care if Coldwind or Erie of Cows are strong maps for survivors, they're the most boring maps in the game. Don't make me play them two or three times in a row.
-
@GeneralV said:
He did, in a way.
Freddy's perks revolve around the end game because he used to have a lot of potential at the end game. Remember, the most prominent way to wake up against Old Freddy was using skill checks, but at the end game there was no way to force a skill check without being injured (as sabotage did not count).
Then you would have 5 stacks of Fire Up, 6 of Remember Me and Blood Warden on stand-by.
If he gets his dework, and I sincerely hope he does, then he will have some synergy with the end game again.
I love that you're in every Freddy thread lmao.
I would give Freddy something similar to Tombstone Piece or Condemned, and incorporate it into his moveset. It would make him genuinely threatening and be true to his source material. His lack of personality will always keep him from feeling like Freddy though.
When I play against Freddy I feel like I'm playing against a killer with no power. Constantly staying awake is annoying, and when you're asleep he isn't that much more of a threat. So I just stay asleep. I would trade more time awake, for Freddy being more threatening when you're asleep. So it's less annoying to keep waking up and Freddy is more dangerous if you ignore his side objective.
-
@Aven_Fallen said:
Bots should have never been a thing in public games in the first place. Not even as a replacement for a DCed Survivor, since Bots are not better than no Survivor, they are in fact even worse. A 3v1 is better than a 4v1 with one Bot.
So Bots should obviously not be a thing in public games on a regular Basis without DCs.
I play a multiplayer game to play with and against other players. If I want to play against or with an AI, I would play other games.
I agree with this. The DC sound still makes me depressed, regardless of getting a bot. It's actually worse now, as when survivors used to DC they'd leave behind an item. Now you get nothing.
If matchmaking bots had scaling intelligence, and I got a lobby with two bots, I would consider it. It's gotta be better than two potatoes.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695888#Comment_3695888
That's the thing, you already know the maps.
If you don't know the maps, using WoO highlights all the windows and pallets, and basically sets your route automatically. You don't have to learn the maps, because the perk does the work for you.
I call it a satnav perk because its the same effect as a satnav when driving. If you drive somewhere without a satnav, and instead have to learn the route via landmarks, you can drive somewhere maybe once or twice, and you know the route.
If you use a satnav, you can drive the route 100 times and still not know tne route, because you never learn any landmarks or environmental cues, so the moment you don't have the satnav, you don't know where you're going.
Windows of Opportunity has exactly the same effect.
For higher levels players, WoO tells them pallet states and structure spawns. For low level players, it's a satnav, and it makes them worse at the game, and that is from my own low level player perspective.
So I want to nerf it so high level players can still use it how they would normally use it, but low level players can't use it as an auto path tool, it doesn't just light the way, they have to remember and recall the information WoO revealed to them after they take a pallet/window, which will ACTUALLY help learn the maps, and benefit them in the long run.
With this change I would start recommending WoO to néw players, as opposed to how it is now, where I recommend it only so they don't get immediately crushed at loops and can see the fun of DBD, at which point I tell to ditch it ASAP.
As someone who has been driving for over a decade, your description of how someone uses a satnav is very strange to me. You make it sound like people don't use their brains when they drive as long as they have a satnav to hand. You still learn the route, learn landmarks. You're still processing information, still learning the environment. WoO is no different.
As far as people reaching their highest potential in this game… does it matter? I'd rather new players have all the tools they needed to have enough fun that they actually stick around, even if they never reach the skill level of someone like Ayrun.
-
@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695551#Comment_3695551
🥲 they can’t take her height.
They did that to Bayonetta in Smash. She's like 8ft tall in her games. So Nintendo removed one third of the length from both of her legs. I spent ages knowing something was wrong but couldn't quite identify it. Then I realised Bayo had fallen victim to an angelic lumberjack.
-
World peace. That's my pageant answer.
-
Whilst I don't want to get stepped on by Lady D (I'm more of a boulder puncher), I would like to see her in the game. Though I'm not sure she's a good fit mechanically. Some places she wouldn't even fit.
-
There's like over fifty maps now. That number is going to keep growing. WoO is going to become more necesssary as time passes.
Nerfing the only perk that can keep super babies alive is an awful idea. It's also a nerf that will harm solo queue players whilst barely impacting SWF.
If the game requires you to play for thousands of hours to learn everything, then that's a failing of the game, not the players. A perk like WoO needs to exist and be good in a game like this.
I fully understand why killers hate this perk. Quicker downs means easier wins. But the benefits of your survivor teammates having the perk, heavily outweighs the negatives.
-
This sounds like solo queue. You will have matches where two or even three survivors are a combination of slugged and hooked before you finish the first gen. Then you go to clean up and die in the process.
-
The devs probably can't do anything. It likely comes down to hardware makers, like Microsoft and Sony.
-
@HerInfernalMajesty said:
https://us.v-cdn.net/6030815/uploads/WHAKBGJ2Y7AA/img-7110.jpeg
Yes, I did kill a survivor. No, it was not done by dropping a locker on them.
On a serious note I was still able to interact with the locker. Even though the model is on the floor the actual locker was still active in its original spot it was just invisible.
It would be cool if the game had stage fatalities. Crushing a Dwight with a locker would be hilarious.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695345#Comment_3695345
I think it might have something to do with how you might feel like you have to be the best in competitive games and telling a player, they're not quite that good yet can really sting. It hurts one's pride in a sense.
So they might need to include something else to show players that they still do well even if they aren't among the most skilled players in the world. That could possibly be based on the emblem system. For example: "You did really well in this match, so here is a little reward." and then they get 500 shards or whatever.
I would also like the devs to be more forward with tutorials. We 35 killers in the game but their powers are barely explained enough to have an idea on how to actually play as and against them. There is no general introduction to types of perks like info, chase and slowdown either and not even the AFC is mentioned in the tutorials. That makes learning the game pretty hard because half the time you'll have no idea what the hell is actually going on.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695346#Comment_3695346
MMR being confusing is not much different than the game itself. Almost nothing is explained and the devs rely on players watching YT videos in order to understand anything.
That's a good point.
I think it's mostly fine to be expected to use 1 perk slot to fill into a particular niche (i.e. gen regression, info, anti tunneling) but I would very much like them to provide us with more good options. So you can still have a lot of variety while filling in the gaps. With info perks they do a pretty good job for example. There are a lot of options, so should you need one, you have a lot of perks to choose from and it doesn't feel like you have to run a specific perk or two.
I'd love to see more perks become basekit, even if they need to be watered down somewhat or have deactivation conditions. Things like OtR for body blocking unhooks, even if it only activated for thirty seconds, or UB with a one time only use for slugging. Killers could get something like Lightborn, but have it only activate on successive blinds, so it doesn't invalidate perks and items, but it does protect the killer from bully squads.
It would give players more freedom to use other perks if the worst possible scenarios were not something that everyone was constantly worried about.
These are just off the top of my head suggestions. I'm sure there are plenty of issues with those ideas, but they are just examples.
-
MMR being confusing is not much different than the game itself. Almost nothing is explained and the devs rely on players watching YT videos in order to understand anything.
Solo queue matchmaking certainly does make me walk away from the game sometimes. It's fine to have a bad match based on matchmaking sometimes, but not ten matches in a row.
Certain perks feel necessary to run because they are needed to avoid the worst parts of the game. Gen regression to counter strong toolboxes, anti-tunnel perks to avoid getting hard tunneled out early game. It makes sense why many perks feel like a QoL boost. Many have been introduced to deal with problems created by the game loop or other perks. If you don't use OtR, when the killer body blocks you off hook and counts to ten, you're going back on the hook. Needing a perk just to deal with something that is obnoxious.
-
-
@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695244#Comment_3695244
the counterplay is not letting him do it lol
So, just never get hit? It's not like you can do much about teammates feeding him stalk.
-
So, remove it's only counterplay?
-
@Hexling said:
https://us.v-cdn.net/6030815/uploads/ZQ607A7MHB3W/image.png
Here it goes found it. Any more questions anyone?
I do find it weird that most solo queue players seem to experience a lot of 4K's, including Otz, who is pretty good at survivor and found that most of his matches in solo queue were a 4K, not a two person out.
I honestly wonder if survivors disconnecting when the match is doomed, is the reason that the numbers are so high. It's not like all DC's happen right at the start of a match. Sometimes everyone gets slugged at two gens left and someone DC's. Suddenly that winning match for the killer is not included in the data.
-
The issue for this game is that the difference between an experienced and coordinated SWF and average solo queue players are night and day. Killers can snowball very easily if mistakes are made, and in solo queue (a collection of random weirdos, often with extreme skill differences, who can't communicate with each other) a lot of mistakes happen. It's just the nature of the game.
In your average solo queue match, killers are too strong. If the matchmaking gives you one or two players who can't loop for more than twenty seconds total, and can't find gens when you are looping, then you are screwed (this happens a lot due to the matchmaking prioritizing speed over accuracy).
But an experienced SWF with comms can stretch a killer very thin and avoid many snowball sitations that solo queue survivors can't.
Balancing between these two player groups is genuinely challenging, so I sympathize with BHVR in trying to balance them both. But balancing them requires subtlety. Blanket nerfs for survivors just makes life even harder for those who are already struggling. The nerfs need to be more targeted. Maybe if solo queue was less of a mess (mostly due to matchmaking), balancing between these two groups wouldn't be so challenging.
-
Your drawing skills really are remarkable. Good stuff 👍️
-
I'd be happy with it just activating when you press the button. The dedicated servers are awful.
-
@AtraxMorgue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693960#Comment_3693960
It's a common belief that every P100 is a god at the game but I know a lot of ppl in DBD who have P100 and play like your average Sunday casual player.
Some people do have a belief that P100 players are gods. Although if you hard grind a character to P100 you can still be just okay at the game.
-
I never hear anyone saying that prestige level equals skill.
All it does is demonstrate time investment, which in the average person only demonstrates a degree of competence. Like, a fifth prestige is likely to know what a bleed out timer is.
-
It would be nice to have a chase meta for killers again. I'm still holding out hope for a stealth meta. I think things like undectable and fake terror radius' are really cool and better tools than many give them credit for.
-
@TragicSolitude said:
I just watched my friend play a round against Xeno. He was the first one found because his teammates failed skill checks, first one hooked. His teammates didn't heal him after unhooking him, so he was left to heal himself. Then a survivor got chased and brought the killer to my friend while he was still trying to heal. Killer hooked him again. He got unhooked, the survivor who unhooked him once against disappeared, and the killer quickly put him back on the hook and nodded at him while he died. I still have no idea why. My friend did nothing toxic, he just got screwed over by crappy teammates and tunneled out at 5 gens. Wow, the killer sure taught him a lesson... about bothering to play the game, I guess (lessoned learned, I took the controller from him and rather than dealing with DbD I'm playing Bloodborne).
I try to play nice as killer, and rarely do the survivors notice. Back when messages were still on I got accused of tunneling despite spreading out hooks. I don't personally enjoy tunneling so I rarely do it, I often don't even kill because I just don't feel the need; I don't expect to be thanked for it, it's my choice. But survivors will still wait out the EGC teabagging in the exit gates, oblivious to how much I was holding back because there's no joy in slaughtering potatoes at 5 gens.
How I or my friend are treated by the opposition rarely has any connection to how we play.
Killers shaking their heads or nodding isn't always toxic. Killers will often nod if a survivor loops well, or give you nopers when you go for a play and fail miserably. It's usually just them goofing off in my experience. I can't account for your experience though. The killer might have had toxic intentions.
-
No Freddy buffs?
Darn.
-
@[Deleted User] said:
Regarding the question about killer picks and toxicity throughout the game's history, it's whatever the strongest+easiest killer is at any given time. Chucky is the easiest A tier killer right now by a mile, so he'll attract those players. At previous times it was Forever Freddy, Condemned Onryo, Skull Merchant, pre-nerf Wraith for a very brief period. I'm sure I'm forgetting some.
You'll find that toxic killer players who love the power fantasy will gravitate towards the point where easiest and strongest meet. I guess I have to include an obligatory clarification that not everyone on those killers is toxic. They just attract players with that mindset IMO.
^^^ This is the correct answer.
Also… "Wraith for a very brief period".
A "brief" period? Almost every Wraith I've met in the last three years will beat you on hook if you have the audacity to sneeze. There was a time when it was worse?
-
I assume that only Blight is affected by this change? If so, it's less of tech being removed and more Blight getting a questionable nerf.
-
@GentlemanFridge said:
I really think this wasn't supposed to be balanced in any way.
Or be taken seriously, for that matter.
As someone else on here put it, it's a novelty. And it's okay for that novelty to wear off.
I tried it once. I got slugged for the 4K and then bled out lmao. It seems like it could be a lot of fun though.
-
Most of the Bubz I run into are highly skilled and flee the hook like they're allergic to it. So I find them fun to play against.
Pros:
Great run animation. I love watching him trot.
Fun power to face.
Chest Guardian / Real Estate Booba.
Cons:
Prone to face camping.
-
A voluntary system where survivors can give up a hook state to bolster someone who is being tunneled would be good. That way a person who is throwing can't suck up everyone's hook states. Some players might be selfish, but it would be their best interest to keep a tunneled survivor alive, as that's free time to do gens and escape.
-
@Crowman said:
No perk should have an effect that solely exists to screw over a single killer.
You better not come for Calm Spirit.
-
I hope BHVR does another large perk overhaul. I want more perks combos to experiment with. So many of them are just meh.
-
@Batusalen said:
No basekit BT? No anti-facecamping? No anti-3genning? Hook grabs? Regression perks at it finest? Sign me in!
Bring back hook grabs?
-
Just give the survivor a few seconds of BT. That way Nurse and Blight can't get the down before the survivor reaches a viable loop, and killers don't get their powers sealed away.
-
Unfortunately many of the killers best tools are not great from a game design standpoint. Hook camping used to completely remove agency from a survivor on first hook. The gen regression meta extended matches from ten minutes up to twenty or thirty minutes. Tunneling limits a survivor's ability to participate in the match by killing them off quickly. That's great for some super sweaty weirdos, but bad for everyone else. It's not about losing, it's about having a lousy time whilst your losing.
I'm still waiting for the stealth meta. It's always been an undervalued part of a killer's kit.
-
I'd say it's probably unhealthy for the game, just because it's very obnoxious to play against. But it's also a perk that's very fun to use and promotes interactive gameplay instead of gens.
So whilst it's very annoying, I'm not sure if it's bad enough to warrant the removal of the fun, interactive loop for survivors. I'm very much on the fence.
-
What I want from DS:
Five second stun. WoO for a few seconds. Survivor gets BT for ten seconds. No skill check. Can be activated as a single button press whenever the survivor is being carried.
I think adding the BT effect is better than disabling killer powers. So killers can still use their powers, but the survivor is protected from say Nurse or Blight, so they can reach a loop or break line of sight.
The reason I think these changes are good is so that even low MMR survivors can get value from the perk. Stronger survivor players will not benefit from these improvements that much as they already have enough map knowledge to make it to a loop, much weaker players will find these changes to be incredibly useful. I want every baby survivor that finds their way into my matches to have a tool that can keep them alive long enough that can get some BP and possibly learn how to play.
Seeing as the perk only activates once per trial and is disabled in end-game, I think these improvements are justified.
-
Give it built in DH. That would make for some fun glass cannon builds.
-
@not_Queef said:
Nobody wants to reward scumbag killers that tunnel you out at 5 gens with no points.
I had this earlier. I brought the streamers to a few matches, killer hard tunnels and so most survivors got next to no points in those matches. It felt bad.
But the minute I took them off, I met a chill killer who brought the killer equivalent and made sure everyone got a chance to build up points. Then proceeded to kill everyone. Maybe the streamers are just cursed.





