Toystory3Monkey
Toystory3Monkey
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758572#Comment_3758572
Not a major concern, no. Swapping between pods to find Survivors is one of the ways they're intended to be used. Survivors in range would have always glowed white, making them pretty hard to miss. Survivors who are behind an object can't be targeted by the pod, so it won't reveal any info that wouldn't have access to if you were aiming manually.
But of course if this does somehow become a major issue, we could always revisit it!
i hear you. but please, as one of the singularity mains with insane dedication to the character.
if some of his buffs become an issue, please don't make the character worse than he was before the "buffs". dont gut or rework his mechanics, just revert new problematic things or tune them down.
It would be heartbreaking to see my beloved character get worse because of the buffs not working out and resulting into 1 step forward 2 steps back balancing.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758572#Comment_3758572
I'm just worried that autoaim will eventually force Singularity to be nerfed, if it caused the killer to overperform in some MMR levels. The autoaim mode might need to have separate balancing from manual mode, so that PC players aren't ultimately nerfed because of a controller accessibility improvement.
yes, this is exactly what im talking about.
autoaim is no longer being forced upon or interfering with experience of other people, GREAT, thanks.
however other issues persist too. It's not just accessibility, it's a VERY big buff that makes certain aspects of the killer way easier.
Im really worried that compensatory nerfs will still happen, just not right now.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757196#Comment_3757196
I can share now that the dev update is out, there's some good news in there for you! The auto aim will be making a return in one of the following minor updates as an optional mechanic. Tapping the button will take control of the pod as usual while holding the button will take control of the pod and aim at the nearest Survivor in view.
We ultimately decided not to force it upon folks who prefered to pre-emptively aim their pods at hotspots, but many other people appreciated the feature, so this'll be the best of both worlds.
More info can be found here:
are there any worries with devs' team that autoaim will be used to find people singularity otherwise wouldn't have known about or you're aware of it & considering it part of the intended design?
great compromise for now though, im glad its not being forced.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758208#Comment_3758208
"A killer for everyone, not every killer for everyone"
I actually like this sentiment, and agree. I'd love to put hours into Nurse but she gives me motion sickness, so that's a no go. But there's plenty of other killers I can play if I want (at the moment I just stick to Demo or Wraith). I think content creators, who play every killer because it's literally how they make their living, make a alot of players feel like they too need to play every killer. But I remember one of the devs (think it was Peanits) saying that they don't expect players to play every killer. They expect people to find the ones they're comfortable with and to fall back on those. Probably why they listened to player feedback on the camera auto aim.
I learned to play Demo on the Nintendo Switch, which was hard but i stuck with it. Was so much easier once I got a PS5. And End Transmission has been my favourite original chapter to date, I absolutely love Singularity, but he's too difficult for me on PS5 and I'm okay with that. I'm sure I could put in the hours and become adequate but I cbf lmao
Yeah. Considering how DbD prints a new killer every 3 months without a break, I dont think people should get worked over the killer not getting ALL ACCESSIBILITY changes in the world.
Singularity got a lot of other QoLs that were just as important if not even more than poorly designed autoaim that caused way more issues than it solved.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758305#Comment_3758305
I appreciate the thought out rundown on Singularity vs. the rest of the killer roster, and I do agree most of the changes are very good for him.
What I'm hoping for is some kind of middle ground, where he is less clunky and unresponsive because of the input device I'm unfortunately having to use, and that being more vital than individual skill and time spent learning him. Ideally changes of this sort wouldn't greatly impact those who have spent that time figuring Singularity out as you obviously have. Be it changes to him, or some more robust game settings overall that help.
For the longest time Trickster was wearing that crown of worst killer with a controller, actually unplayable on console, mostly due to the recoil. Since that was removed sadly Singularity is presently wearing it, not fully unplayable but now neatest to it. I don't want that.
If you honestly believe it can't be done without crushing the skillful aspects of this killer so be it. Kinda hopeful he can be moved into a better spot though.
so my comment got deleted after a few edits bc the system randomly decided it apparently needs to be approved. if it goes back, sorry for the spam.
imo the only middle ground we could have had if we really want auto aim is that if we do not nerf singularity's lock on in any capacity in relation to autoaim and make it only react on survivors that would've been normally visible within camera's line of sight when you access it.
in that case there wouldn't be situations where cameras just instantly find people for you or when they're nerfed to compensate for autoaim so hard, that it's overall net loss for anyone who wasn't struggling with camera controls in the first place.
trickster is a good example of how killer was probably really badly changed into more boring hybrid bc devs had to compensate for accessibility change, resulting in them deciding to reduce the overall impact of the power and forcing more conventional gameplay on trickster players which they probably don't appreciate since they chose that character in the first place. That's anything but good.
Im glad that so far it seems devs have recognized the issue and decided not to go through with the change that clearly cuts off the skill expression and reduces the skill ceiling alongside the skill floor. flicks are way faster than 0.2 seconds which is how much lock on was nerfed, which effectively means that autoaim didnt replace flicks, it just removed the ability to even infect people in situations where flicks could've helped. it is a small win for teleport scan, but these are way less common than infections.
I would be really surprised tho if they still nerf the lock on time and they didnt nerf it bc of the autoaim, but for some other unrelated reasons.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758305#Comment_3758305
I appreciate the thought out rundown on Singularity vs. the rest of the killer roster, and I do agree most of the changes are very good for him.
What I'm hoping for is some kind of middle ground, where he is less clunky and unresponsive because of the input device I'm unfortunately having to use, and that being more vital than individual skill and time spent learning him. Ideally changes of this sort wouldn't greatly impact those who have spent that time figuring Singularity out as you obviously have. Be it changes to him, or some more robust game settings overall that help.
For the longest time Trickster was wearing that crown of worst killer with a controller, actually unplayable on console, mostly due to the recoil. Since that was removed sadly Singularity is presently wearing it, not fully unplayable but now neatest to it. I don't want that.
If you honestly believe it can't be done without crushing the skillful aspects of this killer so be it. Kinda hopeful he can be moved into a better spot though.
the middle ground is them not adding the autoaim (which works essentially like cheating, it doesnt just help aiming, it literally finds any survivor within cameras whole 360 FoV in mere moments) and keeping other, much more unambiguously healthy changes.
I think that's fair.
As for trickster, his rework had lots of issues and so far I heard that his mains are really unhappy, though their problems are less about recoil and more about knife / stat rebalance that made him into hybrid m1 / m2 instead of being m2 oriented.
I dont think his case is much comparable, unless we assume that him being turned into hybrid with less dependency on knife was a direct result of devs deciding that him being pure m2 with much easier to hit power is too much for the strength that his power was supposed to have and therefore he had to be rebalanced to throwless knives / require more knives to hit and being forced to play as m1 as well.
In that situation, this is exactly what Im worried will and has happened to singularity. 0.2 / 33% nerf was an example of that, though Im sure if they went through and let it be for a while, more nerfs would've come.
EDIT: as for ways to find middleground in autoaim being there, I think it should only work for survivors that are within camera's current FoV (aka it aims at survivors that would've been already visible to the killer player). I would be fine with that, bc it wouldnt dumb down singularity too much and it wouldnt make cameras into omniscient tools capable of instantly locking onto the survivor within their possible field of view. However, that is only if they don't simultaneously nerf singularity alongside that, hurting his skill ceiling.
My perception of this killer is that he is entirely about infinite skill ceiling. He can do A LOT, but he has to put effort into every action, doing it manually and with awareness. If they automate some actions, alongside slowing them doing, it goes against that vision and hurts his skill ceiling, reducing it as much as it reduces the skill floor. This is not good.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757365#Comment_3757365
Singularity with Autoaim was already considered to have a skill floor higher than other characters skill ceilings. To be frank, saying players on other consoles should have to make basically impossible shots on controller because you don't like the way autoaim feels on mouse and keyboard comes across as gatekeepy.
singularity with autoaim was easier to use than to counter on lower levels. this is a very big problem for low-middle mmr (which is actually a noticeable different compared to softcap and above) because singularity is that kind of killer that is extremely oppressive and difficult to counter if he performs ever so slightly better than you & your team does due to his insane reactionary map mobility, high chase efficient power and punishing secondary objective that makes survivors lose the games if they sink too much time on it without good payback.
manual aiming part was a necessary skill barrier to pass as it required you to learn positional awareness and actually find people on cameras instead of clicking on them and having them immediately find a person for you. autoaim removed the thinking process and focus from using cameras. you click on camera, if it flicked on anybody, you were good, if it didnt, there was no reason to stay in it anymore in most cases because the autoaim has ALREADY checked ALL 360 DEGREES of this camera's field of view for potential targets. removing these initial barriers turns characters into low mmr stompers as people that pick them up immediately perform their one sided skill input much better than their opponents instead of struggling there alongside them.
it would've been one thing if auto aim just aimed your crosshair to the person already visible on the screen (which I personally have no problem with, assuming it doesnt come with compensation nerfs), but that wouldn't have been enough as most people place cameras in such a way, that they dont initially see the survivor once you enter the for the first time. they eventually learn to flick, because it's a more convenient way of adapting than changing the camera placement logic.
and because of that, the autoaim has 360 degrees FoV awareness against 87 degrees FoV that camera has for the player.
it allowed unexperienced / new players to skip all the basic learning part and treat cameras as slightly more elaborate SM drones. it also allowed more skilled players to use cameras to effortlessly locate survivors outside of camera's field of view. or hold 2 objectives on the opposide sides of the camera without having to manually look one direction and then the other.
this was likely the reason devs decided to remove autoaim. Im sure they'll eventually bring it back once they figure out how to make it so it also keeps though process while accessing cameras and tagging people or to prevent camera finding people that person had no awareness of. Or they don't which would be for the better.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758271#Comment_3758271
Hmmmm ok lemme try this then:
You now work for BHVR, congrats!!! Let's get to work.
Your team has been assembled because they're all highly knowledgeable with playing Singularity very well. It is pointed out almost nobody of the largest portion of the playerbase ever runs this killer, and the suspected reasons why.
You're now tasked to look into Singularity's performance with a controller and to recommend possible changes. Sadly M&K support is not coming. What do you propose?
And remember, no crunch they don't believe in that! 😂😜
I see a high effort killer that most people won't ever pick up no matter the QoLs because he's too tedious and complex for the general audience that recognizes strength in "press m2, press m1, hit a simple skillshot, get a guaranteed hit" kind of killers.
I also see that me desperately trying to make this killer appealing for larger group means removing anything that makes him special as it inherently involves gutting the aspects that people who don't play the character dislike about him.
Let's prioritize "convenient" fun and "accessibility" over keeping niche well designed character niche and well designed.
So, let's try to work with that. Im not going to be overdramatic and turn this killer into a skull merchant, but for him to be enjoyable for everyone, they'd literally have to do exactly that. Make cameras infect people on their own, NERF them accordingly, nerf EMPs so that they only do XYZ, nerf something else in his kit to compensate for that and so on back and forth.
People won't play this killer because this is a type of killer that requires very high effort for not higher reward. Most people can barely play regular killers, such advanced characters (assuming you're expecting them to play them at high level that they normally reach pretty fast on conventionally strong killers) are like spaceshuttle board control for them.
And then there are players who want something complex, maybe even slightly over the top, because they can put the necessary effort and have the reward.
Meanwhile, there are indeed things that need polishing. His addon dependency. Clunky m2 priorities that make TPing or placing cameras awkward. Lack of certain obvious features to help optimization. Some addons being too unique for being just addons. Oh wait, look what BHVR just did. They did the best thing to make the character as accessible as they should be - they removed the requirement to have very-rare addon to have a fair reward for the effort, they added minor QoLs to smoothen the gameplay, added missing features and made the character easier to pick up without having to put millions in them.
But they didn't add a handholding feature that removes the necessary skillshot aspect to earn your infections. Evil devs, how could they. They must hate their players and gatekeep the killer from them and listen to awful people like me. They definitely don't have common sense to recognize when accessibility stops being accessibility and becomes handholding.
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758208#Comment_3758208
I hate that mindset. You basically saying it's okay to gatekeep a killer for controller players just so K&M players can keep their so call "skill expression" That's one of the lamest excuses I have ever seen and reeks of PC master race mind set. No every single killer by default should be playable on both console and PC. At the bare minimum killers should play smoothly on all versions of the game. It's pretty clear to me you never once played on controller.
of course I didnt, because controller is a terrible way to play the kind of games I enjoy playing. Why should I force myself to play on inherently clunky and terrible device for my goals?
i've seen a plenty of singularities doing necessary bare minimum for successful performance with the controller. it is harder, but is very much possible if you're familiar with the device. you rarely need instaflicks on cameras if you place cams properly.
and i'd rather not have MY experience negatively affected by devs' futile attempts to make singularity equally playable for clunky controllers, since while adding the autoaim, they most likely decided it's a good reason to nerf lock on by 33% which is WAY bigger delay than it takes for skilled sng players to turn the camera manually.
I think you should be glad they made other QoL changes like m2 aim assist or camera placement aim assist which is what you actually shouldn't have to struggle on any platform and which don't come at a cost of worsening the character for people that enjoy him already, instead of complaining about things that are an overkill and come at a bigger price than they should be.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758208#Comment_3758208
I'm curious, have you played Singularity with a controller, if you have one?
i dont play with the controller because i find it incredibly clunky for the kind of games i play and, frankly, i believe controllers are not the fitting gaming device for FPS part of the dead by daylight because they inherently are not made for sharp and precise movements that a lot of killers require on a higher level.
I dont think the game or particular characters need to be dumbed down and correspondingly nerfed (in case of singularity he got a 33% increase for infection time which is massive overcompensation for the autoaim) which negatively affects the experience of people who aren't the target audience of the so called accessibility change.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758013#Comment_3758013
It's not just the precision that's much more difficult with the controller, it's also the dead zones in the sticks and input delay with any button on them. Killers that needs snappy movement or to quickly swing around the camera to be effective & feel good to play will always be rougher with a controller.
The best solution is finally adding M&K support for all platforms, and letting players use what they wish, but that ain't coming. I though this auto-aim idea was to help address this with Singularity, but now I think he'll just not be run again hardly ever on the consoles.
some characters are simply more mechanically challenging bc of their powers specifics and it's part of their learning curve.
devs should`ve kept autoaim as a high rarity addon with downsides and called it a day, imo, but i guess they didnt want to deal with the next step of people complaining about accessibility locked behind an addon.
im personally glad they, hopefully, settled on not adding it. yeah, it sucks for some players, they still have many other killers they can learn and play. as M&K player I'd rather have something to express particular M&K skills.
A killer for everyone, not every killer for everyone.
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i think they should just settle down on adding ping / chat wheel system and then just telling players "we did everything that could've been done, please get good and stop blaming the game".
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Ripley
I will die on a hill they made her likenessless look very pretty and accurate to what she could've looked like.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757365#Comment_3757365
A Singularity that can actually infect people, aka getting lucky, or they focused down 1 survivor for a 45-sec minimum chase which'll still cost him the first 2 gens, or half of a remaining one.
If you think this killer's so easy to just pick up and win, you must really have it out for killers like Wraith, Myers, Pig, etc, you know, who see tournament play alongside Singularity because they're so simple easy to win with.
killers like singularity who have big secondary objectives to play around, while also having power which design allows to severely punish mistakes and create tons of pressure on survivors shouldn't be easy. they're extremely oppressive if used right and singularity is the most potentially powerful out of all such killers because how complex his secondary objective resource management is in cases where singularity player is getting more than one tag per minute.
devs did a good job adding aiming assist on teleport with m2 or placing cameras (even though that feels really clunky) which is what accessibility changes for this killer should be as controllers dont really allow precise aiming which was sometimes required when placing cameras or teleporting with m2.
autoaim on cameras is just autopiloting the killer at this point though.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757420#Comment_3757420
I‘m glad they removed it, it was very unfair, but hopefully they reverted the increased time to tp to it‘s former time again.
i really hope they do, it was a direct nerf to good singularity players bc you could manually aim & tag people faster than you would tag them with autoaim and increased tagging time.
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I always found the game enjoyable at any time i was playing it. I didnt play it a lot until very recently, mostly just for a few weeks anytime a new DLC dropped. basically played the game till i p3-50 the character and then left again or stayed for a while if the character was fun enough.
I dropped it for a big period of time in the summer of 2017 some time after doctor came out and only came back to freddy and bubba. I didnt like huntress (still hate her but for all other reasons) and was getting tired of the gameplay.
then i didnt play for a while when spirit came out, same reasons - boring chapter, stale gameplay.
dropped the game again during twins and trickster releases. neither killers were particularly fun or appealing to me. twins were so bad, they were the SECOND character I didn't even p3-50. I just got the teachables and never touched them again.
played once in a while until artist chapter, i got the techables and pretty much didnt play the game bc of the boon meta that wasn't really fun
dropped again when wesker-knight-SM came out. Wesker was buggy af when he came out, so I just kept playing the other characters i liked which got boring pretty quickly, Knight was nice, but didnt appeal to me, hopefully that changes with the update he's about to get, SM was dull and disappointing and she came out around the culmination of genlock circus and i didnt really enjoy the win strat being mindlessly kicking gens until something happened.
I started to play A LOT when singularity and xenomorph came out. I had like 5-6k hours before that and just in a year I almost doubled my playtime. OFC I didnt play the game all day, it was mostly just opened on the background, but I accumulated ginormous amount of experience on these particular killers.
Didnt really enjoy chucky or Lich, though Unknown became my off hand character, something I know im not going to master, but enjoy replaying nonetheless. Still play basically these 3 killers and mix it up sometimes with others.
IMO the game never had "Its best", different periods of time had different ways of being fun because people that played the game at that time were also different. I think the only time the game was genuinely awful is when boon meta firstly emerged and then a year after when it culminated into 3 gen stalemates. Otherwise it's been great. Early years were spooky and atmospheric, later it became more arcade-like and balanced.
The only tendency I don't like is how devs keep patching out "exploits" that don't really hurt the game and just add depth to it - drop into vault which removed stagger, hug tech, camera tech, flashlight interactions with killer powers. I feel like such niche things added necessary endgame skill expression giving more experienced and knowledgeable players more things to learn and master. Dumbing the game down isn't really a way to go, it's not going to make it noobfriendly, just making it more boring for people that ran into the ceiling. Devs should instead balance around such little things in case they're breaking something a bit too much, not outright remove that.
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ready button greys out randomly 10-15 seconds before the match gets locked in.
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devs dont exclude all the games where survivors die on hook on purpose and even so most killers are within 50-60% killrate
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maybe the killer just isn't for you.
auto aiming in cameras felt nice, but it def made him way easier than he should've been for what he's capable of, especially in comparison to the effort it would take to start dealing with singularity that can actually infect people.
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@Jacknalls_Paw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756884#Comment_3756884
They could make it so that if she held a hatchet more than X seconds, it would be reset and you'd have to wait a while before you could lift it again.
hit her with overheat, yeah
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They should either revert the buffs she got or nerf her m2 holding playstyle. It's too efficient and boring.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756528#Comment_3756528
Not really. Trapper can somewhat chase people, but he's still one of the worst killers in the game.
trapper chasing people normally by placing a trap in every loop is the most lame and boring (and also rather inefficient) gameplay known to dbd player.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756316#Comment_3756316
Hag has been one of my mains for years, and I still think she needs chase power. For experienced Hag players, large maps are a major issue due to the map being too big to effectively create a web. The only ways to fix this are to give her many more traps or chase power, so she can chase properly on large maps.
more traps would be nice. having more chase power to allow her to chase people the normal way is a ridiculous idea.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756133#Comment_3756133
Im well aware of this since Ive mained Trapper for quite some time now, but this was only his most effective way of playing back when he took 5-7 seconds to place 1 trap. It was and still is a gamble to do so since placing a trap needs to give just as much value for the time you spend placing it, and theres a good chance that the Survivor:
-Doesnt run the loop the way you want to
-Predrops and then runs away
-Doesnt go to the loop at all
-Some one witnesses you place it and then disarms it (or even back in the day sabo it)
Now dont get me wrong, placing a few traps like this can be effective as long as you dont spend too much time placing them. Placing a trap where it also has multiple uses such as covering a path that might be intertwined with multiple loops can also be a good idea, but only do so if you have the time.
you had to do a combination of both.
either way the fun part about trapper is dead now. you can only play the boring way.
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Hag is unpopular because her playstyle is not conventionally fun.
There's nothing wrong with it. There should be a killer appealing to everyone, not that every killer should be appeal to everyone.
She is a pretty fun and decently strong killer if you understand how to use her and her area denial web-setting gameplay appeals to you. She doesn't need strong chase because that's not how she wins games.
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Plague does not have map mobility, neither does pyramidhead or chucky who are also considered A tiers. They make up for that by strong 1v4 pressure through secondary objectives, increased hook speed (tunnelling cages) or powerful chase ability.
Pinhead, a killer who's also considered A tier, doesn't really have map mobility. If you play this killer efficiently, you never actually get to do the teleport thing, you almost always go for the box and interrupts to get the chain hunt going.
Artist lacks map mobility whatsoever, she makes up for that by global range of her crows.
Deathslinger is arguably A tier killer also doesn't have map mobility.
I wouldn't say Vecna has map mobility either. Fly is less map mobility and more a catch up tool / short burst of mobility to close the gap when you're already relatively close to survivors.
I dont think map mobility is inherently needed for the killer to be strong and viable. It's just a good way to ensure killer player has enough agency in 1v4 in the match without adding boring alternative pressure mechanics that make up for lack of mobility and killer doesn't fall into boring playstyles that involve staying in one place. The further the killer can go in short period of time, the more interactions happen in the match.
If you don't give killer map mobility power, you will have to compensate that by much stronger chase power or by adding some kind of a secondary objective or by giving killer global presence. That's not always something that fits the killer's concept or would be a fun design because such abilities also inherently require more teamwork to pull off and devs don't seem to want teamwork to be the main way survivors can compete with killers but rather something that they can optionally use to really make sure they win.
It's simply what works best / in the more conventionally fun way.
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I dont think all viable killers have to have map mobility in their kits.
Artist, Pinhead, Pyramid head, Deathslinger, Plague, Chucky, etc are very strong without having any consistent map mobility or map mobillity whatsoever.
It's just that it's easier to add map mobility to killer's kit to make them more viable & it's more conventionally fun to give killer player an ability to reposition themselves on the map quickly rather than be constricted by default movement speed and having limited map movement options that devs would have to make up for by adding alternatives means of pressure or minmaxing chase.
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I think xenomorph is fine as is.
as somebody who got p100 on this killer, I find turrets to be completely manageable without the anti turret addons.
I think the only changes this killer needs is a better crawling mode animation. Xenomorph should not hold his tail over his head like scorpion 24/7. crawling animation in post-game screen with the tail in relaxed state looks 10 times better and fits the killer way more than the actual animation. that's what they should change.
or they should swap crawler mode with his bipedal stance. make a new animation for the tail attack and make xenomorph's most threatening state be his bipedal stance while crawling would be triggered whenever xenomorph is burnt out of his power.
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people who focus on tunnelling already remember who they want to tunnel.
what lack of this info prevents is killers making an optimal choice of target in situations where they aren't actively tunnelling (having 5 hooks and always seeing what survivor is dead on hook).
devs apparently dont want killer to always have that knowledge which feels kinda petty.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755976#Comment_3755976
Reduced to boring area/loop denial?
If you were/ looking for consistent results thats always been his best way to play
the best way (the fun way) of playing him which was also one of the strongest ways was going for traps in between loops and all the hotspots survivors had to take, making them extremely unpredictable and dangerous as they couldn't have been avoided so easily as survivors knew exactly where they could be.
this is what his power is supposed to be conceptually because you place traps and make prediction where survivors might path and since the traps were not visible at all, survivors had to second guess every bottleneck or optimal path they had to take.
after certain point long ago this stopped being a thing and traps became so visible, that there was no second guessing or mindgame. you just saw the trap and had to change your path and either make it somewhere else or get hit. boring
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@Akumakaji said:
I guess, because Trapper is in a good spot right now, but also the starting killer, and as people get frustrated with playing him, they will seek out others. Billy, for example, is just as accessible as Trapper-kun, but about one million times more effective and killy.
trapper is anywhere but in the good spot.
his power is not working and no amount of buffs can aid it because it's not working in the most exciting way it's supposed to work. reduced to a boring area/loop denial.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755784#Comment_3755784
I hate this logic. I've never seen another PVP game where people go through such mental gymnastics to justify it not being balanced. If you want to know how unbalanced game modes are received then look at lights out. It was massively killer sided and the devs admitted no one played it after the first few days. This game mode will end up exactly the same way after the novelty factor wears off if they don't take steps to make it fair for both sides.
i think it would be more like dbd in 2016.
on one hand it's very killer sided (seemingly) because nobody understands what they need to do in order to win, but once they do, they game is so horribly unbalanced, that killers can't do anything.
survivors who don't understand how to exploit being a team of 8 that's impossible to pressure even by 2 killers will get knight gameplay'ed and won't have fun. survivors who understand how to use their numeral advantage will just speedrun the whatever objective and killers will lose every single time while not having any actual gameplay happening.
there is a chance devs somehow make it so the 2 killers actually CAN pressure the team of 8 and stand fair chance even if the survivors aren't clueless, but in that case the gamemode will DEFINITELY be dead by week one or two.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755772#Comment_3755772
I don't think it should be balanced, I'm a game like this it should be harder for survivors to escape than it is for a killer to get kills. That's what adds the fear element to survivors.i feel it takes something away from the game when survivors are on par with the killer due to being balanced, literally no fear in circling them and toying with them. Unfortunately survivors don't seem to want that sort of game where its a risk to goad the killer into chasing them, the ones that do end up playing TCM
i dont know at which point "balance" became antonym to "fun", but I assure you, people will start caring about balance somewhat 2-3 days into the gamemode which is usually the time it takes novelty of the gamemode to wear off. Especially when people are already bitter and used to the main game which would generally be the same thing in the gamemode. They won't be "scared", they would be frustrated.
Remember how fast people figured out that Legion or Bubba were OP in Lights out because of how they were enhanced by modifier or how there are no gen slowdown / anti tunnelling perks and then everyone hated the gamemode bc it was just not fun to play due to not having proper balance?
2v8 chase will not be fun because it would be Knight gameplay devs just patched out where you get two teamed by killers not letting you interact with them in chase in any other way that W keying from both of them until you can't.
I have very little faith in this gamemode. 5v5 would've been a way better pick.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755756#Comment_3755756
I kinda agree with the point of survivors. They already say "looping is the only thing we can do" and claim it's the only skillful aspect of the game for them. 2 killers should make it tougher for a survivor to single handedly loop the whole match. I don't see survivors being on board with it tbh. From a killer perspective tho, I do look forward to seeing how they go about it. Hopefully a whole new style of play
2v8 would be way more macro / resource oriented and it's very likely it would also not be balanced in that regard.
i honestly struggle to see how it would be fun
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Singularity is one of the best designs. Very creepy, especially when you see it moving.
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why shouldnt bleedouts count as kill for mmr?
the whole point of MMR is to try to put better players in matches with better players instead of artificially keeping killers that are so much better than survivors they face in the same MMR as them just because they dont hook people and bleed them out instead.
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there's no consistent concrete 100% working counterplay in chase. good enough nurse is something you're supposed to beat by team coordination if you're outplaying her in chase.
prerunning W keying against her is a good way to lead her away from the gens and make her waste time going back and forth.
otherwise try to run to spaces where she would have harder time landing blinks like triple wall tiles or other complicated structures, path in unpredictable way (going back is not unpredictable for most nurses at this point) and try to constantly break LoS so she doesn't just see and blink on you.
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being fully healed should also count as conspicuous action for that matter.
if you actually got time to stand afk for whatever time to be healed, you no longer need your OTR and DS.
they can buff antitunnel perks however much they want, but only if they make them extremely difficult or nigh impossible to weaponize.
yeah, survivor can't do gens with OTR and DS, guess what they do instead? Get healed and go bodyblock for their teammate, killer cannot afford to aggro on them, so they're completely safe to take a hit and leave or even take both hits to just get slugged (killer still cant pick them up bc of DS and will be forced to either guard the slug, losing more pressure than they gained and waiting out DS, meaning they can't tunnel after the next unhook, or let survivors pick them up for free).
And, if im not mistaken, doing secondary objectives related to killers' powers doesn't count as conspicuous action either. So otherwise useless on gens survivor can now print new EMPs or place turrets or carry Onryo's tapes to remove her TVs and still remain very much useful for their team while keeping all the supposed anti tunnel protections.
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A setting to toggle on/off various auto aim and aim assist features.
Not a general setting, but a separate page with all different features of that kind. Lunge aim assist, camera placement assist, teleport assist, camera aiming assist, etc.
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SWFs just slightly optimize certain team interactions, it's nothing major.
Most of the reasons people think SWFs are OP have nothing to do with the actual comms and it's just because SWfs are a convenient method of stacking multiple good players together, bringing and stacking OP stuff which is what actually needs to be looked at.