UndeddJester
UndeddJester
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@ShanoaLegendaryPlz said:
Not sure how to post the full page like everyone else is doing lol it said Xenomorph / Aestri
There is a link you can follow in the e-mail that you can open in a browser that gives you the image. If you're on a phone switch to desktop mode and you get the single image you can easily screenshot and copy. 😁
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You could argue Dark Arrogance is quite punishing on some killers, especially if they are a killer that tends to have to swing at strong pallets to make a survivor drop it.
Hoarder can mess up Alien, Plague and Sadako, due to screwing over their killer item spawns.
Rapid Brutality can deny Bloodlust on killers that kinda need it like Legion, Pig, Myers, Trapper without any of the benefits.
There are not many survivor perks that do literally nothing, whereas plenty of killer perks can be completely useless dead weight to a killer, such as Shattered Hope, Insidious, etc. There are other cases where the perk can be a good perk, but completely anti-synergy with the killers power, such as Friends Til The End on Hag, or Starstruck on Nurse, STBFL or PWYF on Trickster/Pinhead.
Because of its asym nature, Killer perks are far more valuable to the killer than survivor perks are for survivors, and the killer in a lot of cases are somewhat reliant on perks to shore up weaknesses in their kit in order to function. Any killer that doesn't have a great power that can do plenty perkless (like Blight or Nurse) can struggle mightily in Chaos Shuffle.
So in some ways you could say even taking No Mither into account, killer side by and large struggles a lot more with Chaos Shuffle, which is why a lot resort to tunneling hard and slugging like their life depends on it. There is literally no way to get pressure otherwise for a number of killers.
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@[Deleted User] said:
I find it hard to believe you have any beef with me.
My only beef with you is you can hold 3 gens and be oppressive in chase just as much as reworked Skull Merchant could, in fact in a lot of ways far better... and yet no one joined a mass hysteria about you, yet Adriana meanwhile got taken out back and shot in the knees... 🥺🥺🥺
Skully needs to hire your PR team... or have you just Skynetted your way into all annuls of the Internet and been carefully orchestrating online discussion around you behind the scenes? 😏
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It definitely should be the case that Sadako, Alien and Plague item spawns shouldn't be misplaced by chests. The balance of killers powers should be prioritised over chest spawns. Although she benefits, Pig boxes shouldn't either, cause that swings the opposite way against survivors.
This point is made stronger by the possibilities for chest spawns. With how BHVR have been trying to add perks to make chests and loot/counter loot builds better in general, and how the playerbase has by and large shifted against offerings, it should not be possible to make between 2 and 13 chests spawn. That is a very wide divergence of items to manage for any hope of game balance.
I mean it requires Survivors and Killers to have perks and offerings to get there but... 13 chests with Human Greed for example? That sounds pretty busted as aura reveals go... especially in the case of Pig.
You need to do one or the other... prioritise killer item spawns, or drastically reduces the potential chest spawns to much more standardised amount.
If neither, it would be nice to have unique spawns for chests, given how large a number of them there can potentially be. After all there are those chest spawns in basement, which of course all the other items can't spawn in, that's likely some exception that has to be written in, so that would be a good cleanup of the code as well.
It would also make chest perks more sensible for survivors, as I've often felt the baseline should be 4 survivors, 4 chests and a bonus 1 chest in basement.
Chests need a cleanup in general.
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As a Pig who studied from the holy scriptures of our lord and saviour Skorpionz, this thread deeply saddens me...
;🐽;
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New shorter and doesn't break me Invocation idea? 🤔🤔🤔
Since they're on separate buttons to activate anyway 😏
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@JawsIsTheNextKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874023#Comment_3874023
Circle for crouch is interesting, but holding circle while moving my camera might be a bit too much for my old hands!
Well the hope is, there are not many time critical instances you need to crouch... but in fairness I am a dark souls player, so claw hand is nothing new to me 😁😁😁😁
I think I also suffer from fat thumb syndrome.
🤣🤣🤣🤣
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867517#Comment_3867517
That would make them loose-loose for survivors.
I'd rather them being indistinguishable from real pallets once again - that creates skill expression on survivor's side (knowing spawn points, remembering pallet layout when/while awake, giving additional reason to want to be awake).
@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868487#Comment_3868487
That would make them loose-loose for survivors.
It would force survivors to remove them in advance if possible, because they would be actually threatening in chase, right now they are kinda useless. Damage area is still quite small, so you wouldn't be that easy to get hit with it.
I'd rather them being indistinguishable from real pallets once again
I personally would find that way more annoying, especially for soloQ. It's not really about skill, if you simply cannot know, what pallets were dropped.
I do wonder how it would work if there was a "point of no return" for pallets, where throwing them before it would break the pallet, but throwing it during the last fraction would still detonate.
Spitballing it I would say maybe since it's 1.5 seconds to trigger the rupture:
- Throw the rupture pallet before 1.0s will just break the pallet.
- Throw the rupture pallet during the last 0.5s will still see the pallet detonate anyway.
That gives Freddy a smaller window to time it and preserves its prediction gameplay, but improves its lethality. If the survivor can see him trigger it they have a chance to react, either redirect their path or try to throw it before it blows. They may even be able to bait Freddy into thinking they will try for a stun, but then keep running. Likely though that still might be too much, since it's point is to zone, and Enduring would possibly make any potential mind games a moot point anyway… He'd probably have to have a stronger slow when he ruptures to compensate or something….
Also wouldn't mind seeing Freddy's face appear out of the rupture pallet, laughing as it explodes… maybe even with the line "… Come to Freddy!", or some derivative of "You're mine #########!"… I would pop them just to hear the lines 😭
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You can't get rid of tunneling, and I know that sounds stupid, but hear me out, cause this is important.
The threat of tunneling must exist for the game to have any engagenent. Think about it, if tunneling is impossible, then survivors can basically unhook for free without a single thought given to where the killer is or what the state of the game is when they do it. Knowing when to unhook is an extremely important skill and yes, you can learn this skill in SoloQ by using the HUD properly, it's not SWF only.
There is one basekit mechanic that noone talks about to counter tunneling that all survivors have... YOU DON'T UNHOOK!
The hook is the safest plave a survivor can be. If a killer hard tunnels they are gifting at least 2 survivors basically 120+s of uninterrupted gen time (from the hook timer) if the survivors use it, plus whatever loop time the survivor can manage (extended by OTR, DS, DH, etc, etc). The 1 saving survivor also gets a decent chunk of gen time if the survivors play it smart. Recognising a killer trying to hover in range of hook to tunnel this is the most important skill SoloQ can have. Your hooks stages/hook timers are resources that you should be exploiting as much as possible.
I am middle-aged now, my fingers are slow and my reactions and aim aren't very good (damn you flashlights)... but the one thing I've always been exceptional at was reading the game. A friend of mine while playing League of Legends back in the day once said "dude... I'm not gonna lie, you have the mechanics of a bronze player... but you have the brain of a challenger". I make this point because if I can play this game to a decent degree without good mechnical skill, without meta perks and handle tunneling fine, just by virtue of being sensible, I'm sure other players can too.
The elephant in the room for DBD and the reason why SoloQ and tunneling is so frustrating is because the way it tends to play out is you've managed to take the killer away from some key gens, got 1 to pop, not used up too many resources, and your teams pressure is good, you've done your part... but if your teammates then unhook you quickly and feed you to the killer (a decision entirely out of your control), its all for nothing. It's like you're playing a game of chess, outplayed your opponent and won 2 pawns... only to hand it off to your teammate who then promptly blunders the Queen.
We say it all the time that a SWF in comms is very hard to beat... and why is that? It's because they operate with the same goals in mind... and if a killer tunnels, a SWF can effectively adapt to it. SoloQ can't adapt as readily, and so it requires a more pessimistic mindset where you have to assume a killer will tunnel and make it as difficult to do it as possible rightbfrom the get go... but so many players just try to unhook the first chance they get without really appreciating what is going on, nor how dangerous that is... and if it's a survivor mistake to unhook, then the punishment is tunneling.
So the point is, you can't remove tunneling, cause it's an important tactical part of the game. Your job as a survivor is to make it as punishing to do it as you possibly can. If you make it easy to tunnel, the killer will tunnel. That's just a logical fact, and aomethimg all survivors should be mindful of.
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@CrypticGirl said:
Can we just have the 5v5 already? That's the mode I've been wanting ever since they asked about the different game modes in that survey. I've just been so intrigued with the idea of a team of Survivors teaming up with a Killer.
Still think that would make most sense for a sanctioned ranked competative mode. If it were me: -
- Identical map and spawns.
- No repeat perks or add-ons, and a limit of 2 of any item per team for survivors.
- No gameplay altering offerings for either side.
- The killer gets a choice of 4 killers.
- Both teams play at the same time (so no map spawn knowledge to share).
I would say choose killer, maybe even operate a ban system... but of course that would mean the same things get banned every time, and if you're queuing with competative games in mind, if you allow free choice, anyone choosing someone not choosing S tiers will be slated/boycotted.
I think would be a pretty cool mode...
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873948#Comment_3873948
The first thing I did when I started, was to change the control settings. The default layout is awful. I have circle for interactions and R3 for vaulting. It works great.
Is better than base for sure, though I know for a fact R3 for actions would mess me up so hard at some point with how I tend to fat thumb R3 xD
Kudos for making that work xD -
I tell anyone who starts playing to remind their controls immediately for controller.
You only need to face Pinhead once to see why it's a problem.
- R2: Use item
- R1: Interaction
- L2: Sprint
- L1: Action
- Triangle: Pick/Put down item
- Circle: Crouch
Action/Interaction are the two time time critical inputs, so they go on the bumpers.
Use item and sprint are less important and tend to be held, so they go on triggers.
Pick Up and Crouch are actions you usually don't take under pressure, so you can take upur thumb off looking around to use them as they don't need to be on time critical buttons. In the rare cases you need a fast Crouch, claw hand will make do. You don't need it often.
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I disagree personally.
A live service game is very much a "What have you done for me lately?" type deal. It doesn't matter what good or bad things you've done prior, it's always a question of "what's next?".
For every person that says "I'd rather more time was spent on the base game cause I don't like the events", you'd get an equally loud voice say "God same old bland formula, the devs have no ambition whatsoever and are just letting this stale game run into the ground".
As a player probably somewhere in mid MMR tops, my experience thus far in all events is hardcore tunneling and hardcore slugging is usually not the norm. Majority of the player base doesn't have the skill or knowledge to effectively pull off the nastiest killer strategies. Every instance it has happened in my games has almost always been from it being gifted to the killer by really really bad survivor play, and I'd venture in higher MMR, it's only certain killers who can attempt to do it without that set of bad players setting it up for them.
I don't doubt it happens ofc, it may even be common in high MMR, but in low to mid where most players are, Chaos Shuffle is a fun deviation from the norm, and I dare even if you face a hard slugger or tunneler, it's no more frustrating to go against than your average Dracula game with Pain Res, Grim Embrace, DMS who tunnels the snot out of someone.
The point is the events breathe new life into the formula, and if nothing else, gets people talking about aspects of the game that are otherwise ignored and/or masked by other factors.
Honestly my only gripe is my Magpie brain gets side tracked from its quest to complete all tomes whenever an event tome comes out 😒
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This is also fairly standard and the dark under belly of contemt creation. In pretty much any game you can think of, you tend to find that the high skill games, don't make for good content. People want to watch pop offs and crazy plays in 30s, much harder to do regularly against equally skilled players.
I mean what are we really advocating for here? Preventing a player from buying the game and starting again by using their IP? How, for example, would you differentiate 2 people living in the same house?
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Like the idea, but Question:
Are you proposing your random perk be a perk/level you've unlocked on this character? Or a tier 3 from the entire perk pool?
I would assume the former, but wanted to be clear 😁
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873365#Comment_3873365
Like i said, i think the issue with slugging is that survivor can rush all 5 generators faster than the killer can bleed survivors out. that is why whenever someone faces boil over player or any type of sabotage/force killer slug gameplay, it's always complained about on killer side. in fact, in very first iteration of dbd. Jake used to have a perk called saboteur.
The perk allowed you to break every single hook on the map permanently. the funny part is. we're in 2024-2025 and well known players like tru3 are now playing as if Old Saboteur exists. They're just slugging everyone. Tru3 does try to hook people and even with 75% of his downs being slugs, he still kills people faster by hooking 1 person than bleeding out.
if that doesn't show that killing people through slugging is unviable, i am not sure what does. vs less skilled survivors, downing people on the floor is very good game-delay but the more experienced survivors can rush gens efficiency while picking people up. so you kinda don't get much game-delay while not really progressing your objective.
I am not sure how BVHR makes killer gain kills through slugging more reliable/more risky for survivor to get slugged but I do not think Boil over is at fault.
I'm not really getting your logic here... your assessment here is spot on that slugging is not an effective means of winning the game.
I said in my own post that Boil Over doesn't work to prevent hooks most of the time; the changes you've proposed are to make it so that it is more effective at preventing hooks and also makes all the most frustrating unsatisfactory elements of the perk even more prominent: -
- The use of it to grief rather than try to win
- The fact it's governed by RNG
- It significant more frustrating effect for console
You summarise all the issues of slugging perfectly, then advocate to make an already obnoxious perk even more obnoxious to force players to do it?
I don't get it... 🤨🤨🤨
Though thinking about it, my suggestion doesn't work, cause what if a survivor doesn't wiggle? The killer remains slowed at 70%.
Idea needs more thought, but probably not the way anyway
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@Devil_hit11 said:
boil over works fine. I'd say it is little on weaker side. i'd buff boil over to increase wiggle time speed by 10%. To complement the change, I would increase Break out distance from 8 meters to 16 meters.
I suppose that would definitely be a case of forcing the killer to slug I guess. Definitely ain't ever picking that up.
The unhookable map locations get even worse, I suppose all you can do is permanently take sac wards and if you do wind up on such a map, perma slug the boil over player and tunnel out anyone not running it, then bleed the Boil Over user to death.
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@PleaseRewind said:
I really want to seen mine but the emails are so hit and miss. Sometimes I’ll get them and other times I won’t. I got their email about the chaos shuffle starting so hopefully I’ll get this one too.
Check your Junk mail!
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Apparently: -
- A 33.7% Escape Rate.
- A 8.33 Hook average per game.
- 68.75% Survivor / 31.25% Killer.
- 10 mins 52 secs game average.
- 2.02 tikes average hooked per game.
Not bad as bad as I thought to say I play off meta builds and SoloQ mostly. 2.02 average times hooked per game is a little dire... but at least gives an indication I practice what I preach regarding DCs and SoHs 😅
Survivor/Killer split is surprising... to say I mostly follow the BP bonus... but then again I guess weekends are usually Survivor BP bonus in the EU.
Fun 😁
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There feels like so much potential for a "graveyard"... you could get really intricate with details…
It feels like a generic horror graveyard would be a bit if a waste... tying it to a killer with a specific theme and adding multiple easter eggs could be really something.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872579#Comment_3872579
And unfortunately it seems a lot of people only play one side, because I see a lot of complaining from Survivors here about how overpowered every single Killer is - including Stealth Killers and even once, Trapper. Trapper? Yes, Trapper.
I also see a lot of Killer only Players complain about flashlights, not because they are annoying (they are) but because they are "overpowered". Um, in all my thousands of hours of play, confession time, I have only managed to blind with a flashlight a grand total of… two times. They made Flashlights easier, and some of us still cannot use them.
I heard that man... maybe 10 flashy saves total myself... any killer worth their salt makes it really hard. 😅😅😅
The only way I got that "2 blinds while killer is carrying another survivor" challenge done was to blind them as they hooked. I think they changed it to 1 hook, but I'm so glad that works... cause can you imagine? xD
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Come now we all know who the true villain here is... 🐎
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/436961/let-us-see-our-mmr-rating
Giving this playerbase a number they can misread as a perfect approximation of their skill is a horrendous idea and I'm glad BHVR realised that too when they moved away from Grades and towards MMR.
Buuuuuuut maaaaassoooooooon!
Kills = Skill! 🥴
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872579#Comment_3872579
I understand your perspective and want to start by saying I respect it. Even if we don’t agree I don’t think that makes your knowledge or opinions any less valuable and I appreciate the discussion.
In my opinion, I don’t believe that playing one role automatically makes you good at the other. While playing both roles can certainly offer valuable insights (like learning basic killer mechanics as a survivor or understanding survivor strategies as a killer) the two roles present unique challenges and demand different skills. For example, looping as a survivor is will be different from looping as a killer, in one you’re running away and the other you are running towards, so you have to look at the resources around that loop differently depending on which role you’re playing. Watching how survivors loop or even playing killer can give you ideas, but successfully executing those strategies as either survivor or killer requires practice, muscle memory, and the ability to adapt under pressure. Simply put, knowledge alone isn’t enough—it’s a skill you need to build over time. (In my opinion)Another issue with relying on playing killer to improve as a survivor is the cost in both time and money. To fully understand a killer’s power and limitations, you need to not only purchase that killer but also spend time learning how to play them effectively. I feel this isn’t a reasonable expectation for everyone, especially for players who might not enjoy playing killer in the first place, and are only looking to learn how to practice against them and aren’t interested in the role overall.
And when compared, killers have access to survivor bots and survivor perks that they don’t need to personally own since perks aren’t locked behind paywalls for practice purposes. Offering killer bots for survivor practice would simply level the playing field by providing similar opportunities for survivors to learn and improve in my opinion.
I don’t personally feel players should be forced to play a role they don’t enjoy just to improve their experience on the other “side.” Which is why I think that killers having access to a resource like survivor bots is great, as they aren’t forced to practice a killer they aren’t familiar with in live games, and they can better understand survivor perks and perk combinations to prepare themselves to counter okay. Killer bots would allow survivors access to the same resource that killers already have. A resources that I personally think is very valuable. But I understand others may feel differently, and that’s okay! :)
In hindsight, it did seem I was contradicting your point, that's me giving a half answer... 😏
I think I agree with pretty much every point you've made. I suppose when I say "playing killer is the best way to learn", a more accurate assessment/statement would probably have been "a vital part of understanding survivor is understanding killer gameplay and motivations, as well as mechanics".
For example, I feel a lot of Survivors who have never played killer, look at things like tunneling and slugging as inexcusable problems with the game, and a decision a killer just makes at the detriment of survivor enjoyment... and that isn't true in a lot of cases. There are instances of it being forced by the killer undoubtedly, but more often it is the byproduct of an opportunity a survivor player has given the killer, and I think a player who plays both regularly looks at those same scenarios with a "if you make it profitable to do it, of course the killer is going to tunnel/slug". That's obviously one example, there are numerous others, but you get my point.
You do raise a point though that it perhaps shouldn't be a requirement to play killer to effectively learn survivor... and I realise now the framing of my previous point had an unintended "we don't need that, because there's gonna be this!" sound to it...
So to clean that up, I don't see the ability to play vs. killer bots (even those you don't have) in a custom game would be a bad thing to learn killer power/counter gameplay. Would be a great feature if done well... I suppose my only contention would be that I wouldn't put much faith in a bot being accurate enough to effectively learn said counterplay against a real player... which is not an indictment of BHVR, just an acknowledgement of how difficult that would be to do...
AI often has to effectively cheat in order to be effective, which is why the Nurse bot was cracked because she basically had permanent wall hack on you at all times (and survivor bots are the same).
So if it could be done... Aces! 😁🤘
Practical? 🤔😶
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As someone who has all content, killers, survivors and perks to hand whenever I want them...
Perks unavoidably offer synergy between each other, so the more really strong perks you have access to, the stronger your upper potential can be through those potential combos. I don't think it helps the new player experience, or the average player who doesn't fork out tonnes of money to buy all the contents experience to have blatantly broken effects and combos gated behind paywalls.
It also is a flawed logic for an asym, because in a game like Marvel Rivals both teams have access to the same tools, where the winner is the person with the best skill applying those same tools. In an asym like DBD, the things prized by both sides are completely and fundamentally different, with completely different skills being tested, and so in order to give both teams effectively powerful tools, both have to be extremely obnoxious to the opposing side. This is especially important to consider that survivors have 16 potentially broken perks to the killers 4... which means in order for both sides to be "equally broken", the killers effects have to be exceptionally obnoxious... making the above problem for new players even worse.
A game design ethos such as this naturally creates an environment where both sides are trying to outdo each other in terms of broken combos, and anyone without the bankroll, knowledge, or inclination to abuse the most broken combos inevitably had an awful experience. It also completely destroys any immersion the game offers, because it becomes a arcade style dick waving contest instead of a subdued thrilling horror experience.
I don't think for myself and people like me it benefits the game in the slightest to balance it this way.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872535#Comment_3872535
I get what you mean. I’m a SoloQ main, so whenever I see pinhead in my games it usually goes 1 of 2 ways: everyone gets out aside from maybe 1 due to end game camping. Or 2: everyone is dead at like 4 gens.
I think SoloQ in general deserves much more grace than it receives, as it doesn’t make sense to continually dismiss its struggles if you prefer people to play it over SWF. You need there to be some kind of incentive to play Solo over SWF and right now there isn’t much of one. That being said I think a major reason why it’s so tough is because survivors have no way to practice against killers unless by chance. Killer can do custom matches with any survivor perk or item even if they do not own it themselves, giving them an opportunity to play against different perk combinations on any map they need practice on. It’s great. Survivors would benefit so much from the same kind of tools.
Pinhead is kind of rare so many people may not even know the counter play because they don’t see him often. Right now the game expects you to learn it through trial by fire and you never get to decide when those trials happen. It could be once every month or so which means it’s going to take you a very long time until you can comfortably perform counter play when you obtained not only knowledge of it but also the skill to pull it off.
Well they are doing that thing where you can play as a killer for events and such, which should hopefully help address this somewhat…
I fundamentally believe the best way to learn survivor is to play killer. Knowing how the killers power works is the first major step to understanding the killer, and then knowing the killers limitations is the second… you get both so much quicker playing the killer than playing against them as survivor. After that it's practice and optimising movement, which is only earned playing vs. the killer, but you can make up a lot of ground just having knowledge.
I have a friend who holds the opinion that vast majority of killers are overpowered for numerous reasons, and I've exasperatingly explained to him again and again that he has never played killer, so he doesn't know what the killer can do, and importantly what the killer can't do, so of course he thinks they're overpowered.
I mean anyone who plays with me will tell you I'm a total goober, but even I am better than a lot of players with 3 times my hours simply because I can read the game and I know how most things work. It is a slippery slope though, because I see so many bad plays from survivors where they give the killer exactly what they want and then are suprised when the game runs away from them… I've many times said "What the hell are you doing!? Where are these idiots when I'm playing killer!?" xD
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If I was feeling catty… Skull Merchant… 😉
The killers I tend to have a frustrating time with is Spirit and Wraith. Due to their (well earned) reputation as hardcore tunnelers, even when you play them with a fun build and not super serious… there is a decent chance someone DCs just because you MIGHT do it.
Even games that don't see a insta DC, I've had instances where I've deliberately ignored a survivor who is injured off hook on 2 separate occasions, but they've kept running in high traffic areas or played for hotly contested gens (without healing), then when I finally down them, they DC like I was being an uber sweat… 🤨
Comes a point where it switches from being laid back and trying to make a game of it to "How many times have I got to teach you this lesson old man!?"…. So Spirit and Wraith tend to be difficult to get a real game of DBD going :/
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@Rulebreaker said:
Because they're still weaker than the components, is {usually} punished more than said components, and he has to commit to the action when he preps whatever he's doing. Hellfire cant go through everything, he's slowed enough for it to be felt when he cancels, and missing has a decent cd attached. Wolf doesn't come with infection and he either hits with it or is forced to go twice with a noticeable growl saying to survivors "ima try and bite you". Bat can't hurt people immediately unlike spirit and can easily be stealthed {this last part might be opinion but we can usually stealth them and when we're bats we can barely hear a thing over the screaches}
I completely agree… as a console player, Dracula is the only killer I can think of where I struggle with him no matter what build I use and what strategy I employ, even against not very good survivors.
Dracula's problem is everything he does requires precision, in the same veins as Nurse, Billy, and Blight... and a God Billy, a God Blight or a God Nurse is nigh unbeatable, and Dracula is in that same camp. However… he is also punished harder than they are for mistakes. If he misses at any point, he simply isn't gonna be able to get a hit by other means, his recovery means 90% of the time, he isn't gonna get an m1, and his cooldown means that he must switch form. Basically it's hit or bust for Dracula.
This means if you have that precision, he is extremely strong and kinda impossible to deal with… if he doesn't, he kinda gets run over… and of course me being the scrub that I am, can't hit sod all xD
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Only issues I see for Pinhead: -
The Original Pain add-on that deep wounds you when you break a chain.
His ability to slow and tunnel a person off hook is already good, the OP add-on just makes it a completely free uninteractive unga bunga snore. There is nothing the survivor off hook can do, cause they are animation locked until the unhook finishes and are a sitting duck... so I think this needs an entirely new effect. Something cool and unique, like:
- When hitting a survivor with a Possessed Chain Attack, if any other Survivor is within 4m, all survivors in range will be bound by 2 chains.
- Healthy survivors will gain an additional 2 chains.
This switches this add-on to being far better punishing body blocking and targetting the healthy survivors, over tunneling injured ones. May even allow a hit on the injured survivor and follow up on the healthy survivor.
PWYF and STFBL losing stacks on chain hits.
Probably a coding limitation since the Engineers Fang CAN injure, and handling that is clunky, but it would be great if that could be fixed.
Maybe attaching an attack property to the killer special attacks that is checked as part of PWYF and STBFL would future proof this perk, and have the respective add-ons set it on/off.
The loss of STBFL hurt Pinhead a lot, although he got Rapid Brutality to make up for it, it would be great to see him able to use it again.
Oher than that, I think he's fine.
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Honestly my experience thus far is survivors being dumb as bricks and making it real easy to 4 man slug and tunnel off hook.
Like I never condemn the killer for these things when survivors are unhooking under the killers nose, all running around the survivor under pallet, looping by the hook and/or going down under it.
Had 5 games in a row of "nasty" killer strats... but every one of them was literally survivors serving it up like an underarm throw in a kids game of rounders... tbh I'd be mad at the killer if they didn't smash it over the fence and punish this kind of stupidity. 😒
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@CakeDuty said:
Im a little saddened there was no randomizing of add ons or just completely removing them. People will bring in strong stuff and remove the purpose of a randomizer gamemode.
Also wish they would've made Endurance and Haste timers longer after a unhook, like with Lights Out, considering how easy it is to tunnel survivors. The odds of getting an anti tunnel perk is so small, so it's something killers have already taken advantage of. :/
I mean you say this, but have you played killer is Chaos Shuffle?
It's actually quite hard, because you are very reliant on your perks as killer to shore up your killers weaknesses... like you get something like Starstruck on Hag? It's like... good luck getting value out of that...
I mean think aboit it, your perks on killer are 4 times more important than survivor perks are... so the loss of your important perks is a pretty big deal 😉
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872055#Comment_3872055
I find it funny how the embed failed, not just once, but twice. (The DBD Forums are a mess but I love it for that.)
It's a constant struggle... made worse by the fact you're on a time limit to fix before anyone notices...
(They still notice) xD
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Shhhh...I was on it xD
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Nurse or Blight with Lethal Pursuer, BBQ and Chilli, Scourge Hook: Pain Resonance, Nowhere To Hide, Pop Goes The Weasel…
Demogorgon or Nemesis with Hex: Devour Hope, Hex: Thrill of the Hunt, Hex: Undying, Hex: Ruin, Hex: Pentimento…
Even at scrub level… Bubba or Huntress with Iron Grasp, Agitation, Scourge Hook: Monstrous Shrine, Scourge Hook Pain Resonance, Territorial Imperative…
This sounds horrifying 😶
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871014#Comment_3871014
I live in the EU, so yeah. I know that it is illegal to collect unnecessary data. None the less many companies are doing it. The most used platform for food delivery is currently sending out newsletters, tho one never actively subscribed to it. Thats as illegal as trackers in newsletters. Just cause someone collects data it does not mean it is not illegal practices.
Sure... but doesn't this come with the presumption of guilt?
Your stance is effectively "Some companies collect and use data illegally, therefore I'm against all companies collecting data on customers". So what about if a company isn't collecting/processing illegally? What if it's entirely for mutually beneficial marketing that consumer may genuinely be interested in purchasing? Are you still against that if a user opts in of their own volition?
I'm not really defending BHVR here, nor am I condemning them either. I see this situation as an entirely optional thing where the terms are clear to the user. It is entirely possible to sign up and receive the newsletter with your stats then unsubscribe and then contact BHVR and ask them to completely remove your data.
Is there any reason or evidence you are aware of to assume BHVR would not comply with that request? If the answer is no, then I am afraid I don't really understand your position... I know it's cool and cathartic to take on big corporate... but if we're seriously discussing this issue, I don't understand your complaint.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871816#Comment_3871816
^ this.
ScottJund tweeted yesterday that the Hook Suicides increased when they removed depipping, which I cannot disagree more. People who go next dont care about BPs and BPs is all you get from pipping up.
I think if Matchmaking would be rank-based again AND Depipping would be back, there would be far less Hook Suicides. (Even tho I have to say, the removal of Depips makes it less frustrating to be in a game which is already lost)
But in general, there needs to be an incentive for those who get left behind. It should either be the option to DC, because nobody wants to continue an early 3v1, or a massive Boost for the remaining Survivors which would make their odds of surviving the Trial much higher. Because currently in an early 3v1 you are a BP-Pinata as Survivor, you will not escape, there is 0 chance that you will escape (unless Matchmaking was completely wonky and the Killer is way worse than the Survivors), but you have to stick around.
I saw his same point, and agreed whole heartedly. I did know it back at the time, but I since forgot, cause I overall liked that they removed de-pipping more. When he pointed it out I said to myself "Oh yeah… this did start when they removed that… I completely forgot about it"
It was interesting in his own research, which is obviously a 100 games from 1 person so the sample size isn't really large enough to draw concrete solutions, but the trend that he saw was most give ups on hook and DCs occurred within the first minute or so of the game.
I think there is potential to bring in a minimum trial participation time, where if you leave prior to that point (either DC or self unhook attempts) you depip. I am thinking maybe if there were a 3 minute minimum participation and a minimum score of 4000, otherwise you depip that would fix a lot of this problem. Call it a "Entity dissatisfied" penalty. If you made it where you can even de-rank if you're on 0 pips for that rank, that'd put a pin in it pretty hard.
I was thinking to myself, is 3 minutes a reasonable time? Scenarios where it's be a problem:
- What if you get hooked within the first 30s, and no-one saves you off hook… that would be 170s to die… just shy of 3 minutes. VERY unlikely to happen. Never seen it.
- What if you get caught within 30s, hooked, your team unhooks immediately, 2 times and you die in 30 seconds. That is potentially less than ~2 minutes to die. I have had this happen to me once in my DBD career… and I did lose a pip… and it's kinda fair enough if you get that badly smoked to my mind…
- What if you're a noob who tries to self unhook and kills yourself unintentionally early? I don't think even the noobiest noob would make this mistake more than once or twice…
- What if your connection is crap and you keep DCing from the game. If you're continuously DCing within the first 3 minutes of the game, you're probably more mad about your inability to play the game in general, and will likely stop regardless until you fix the issue.
I think these scenarios are so rare that I think it would be fine. It's only a pip so I think its a sufficient punishment that even if it hits an innocent player… it's not really that big of a deal… at least when compared to banning players. I'd like self unhook attempts to stay personally… or at the very least if they are removed I'd like an option to accelerate my death if there is 1 player still alive. Though in fairness, if unhooking is removed, does this solve the problem of hatch and slugging for the 4k?
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@notyarbllewe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871849#Comment_3871849
Yeah, but as I said, I'm just venting a little. As you know, the perk can get extremely annoying, so I'm just letting it out a bit.
Fair. It does feels pretty when it gets you... but it is fair.
A Story
when you have a game going to the wire, you have 1 player dead, 3 players injured, you down one player, can't hook cause he's under pallet and his teammate is nearby... you try to down him... 3k imminent... potential 4k if you can do it fast...
Last gen pops and all 3 gain a health state. Slugged player is now sprinting off into the map, you're out of position on them, they are your only viable target, so you have to go for them... the best you can now do is a 2k... and even that you're gonna be fighting for over a hook camp that is still the survivor to lose... you've probably only got a 1k... which is whatvhappened in my game... I couldn't believe I had a 3-4k become basically unwinnable in an instant xD
Doesn't happen often... but when it does... man... that feels harsh... Adrenaline is in a good spot though. In the above scenario the survivors played well and used the benefits of Adrenaline optimally. The fact they could all afford to stay injured to fight for the final gen is one of its main strengths.
While frustrating, this scenario is entirely fair...
An Alternate Universe
What isn't fair is the exact same scenario where I actually caught the second survivor and then hooked both of them. The last gen pops and the 3rd gets their health state.
I need to guard 2 hooks or find the last survivor... I pick wrong and they manage to slip by me unnoticed and I'm late to interrupt the unhook. They get 1 unhook... both are now full HP, even with me there after them, they unhook, all 3 full HP. I take an m1 and its just not enough... its simply not possible to win this scenario unless they make a catastrophic mistake.
Survivors didn't play well in this scenario, they both got caught, and yet I still lose a 3-4k purely from a perk.
The nerfs were justified to my mind for Adrenaline. If we get caught by it now, it's simply survivors out playing us... but it feels awful when it happens 😅
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3s - Basically non existent vs S tiers, but still strong vs. weaker killers.
5s - Decent against S tiers, and utterly demolishing vs. weaker killers.
4s - Not amazing against S tiers but does give a chance, vwry potent against weaker killers but not so absurd they are left in complete no man's land.
Seems pretty good to me where it is.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870187#Comment_3870187
they can't bring that it's too "meta" for them. I'd save sensible advice for someone else lmao.
XD
Well... I'll admit I was reading your message while at work, so only skimmed, and misread your suggested perk list. I skimmed over "take perks more useful to your team", I assumed it'd be stuff like We'll Make It, Babysitter or something. So that's on me... didn't mean to offend my guy 😅
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871435#Comment_3871435
Alright I respect your points and listen this is not directly to you but to your fellow killer mains, you suggest body blocking, sabo saves and pallets saves but they complain about it then saythst is why the resort to slugging. or flashbangs countering look ups is unfair...its like we cant win either way.
It why I suggest my idea but thanks you always are postive and fair to discuss things with and I am grateful and and respect you for your fair opinions friend. You also clear up my confusion.
All good mate!
I always appreciate a well constructed opposing point of view, it forces you to reassess your position and consider points you may have missed... even if it still results in reaching the same conclusion, the argument becomes better informed... sometimes I have to admit I'm completely wrong and reassess my stance entirely 😁😁😁
I must agree with you, I think the slug era we're in now is kinda silly. I don't believe killers are any better off slugging excessively than killers are playing for hooks in vast majority of scenarios. There are killers that can effectively slug to that degree to win games... but they also happen to be the killers that are strong and mobile enough they can still win comfortably while playing for hooks and gen pressure as well. They're still plenty strong enough to deal with all these supposed "overpowered" perks that activate off hook, and the hook extension timer. Survivors lose out on strong perks off hook sure, but killers also lose out on strong perks from hooking as well (Pain Res, Grim Embrace, DMS, BBQ and Chilli), so the argument is crap to my mind.
Someone like Bubba or Deathslinger or Myers for example isn't gonna enhance their performance trying to slug the whole team over hooking... it'd be embarrassing to watch them try. To my mind a lot of this hard slugging nowadays is just being a jerk for the sake of being a jerk.
In regards to getting mad about sabos, pallet saves and body blocks are all fair game to my mind, especially sabo and body blocks... rarely do you lose to one of those without having another hook nearby and/or getting at least an injury off it. If a survivor pulls off a successful sabo play in modern DBD its kinda "damn... well played" to my mind. Just like killers are not fodder for survivors, survivors are not fodder for killers either. You should expect a fight.
Flashbangs are a little more nuanced in their issues... I think the only issues with flashbangs is
- Being able to drop them inside the killers model as they pick up is bullshit, the skill is to drop in front of the killer, and if they've picked up against a wall, that should mean they can pick up safely.
- It being countered by looking up I think is fine, but the issue I'm seeing right now is the audio for flashbangs is bugged right now, where you can miss the audio cue completely... which is also unfair.
But yeah, I feel you, both sides have their extremes... and some people just see thinga purely from one perspective and often want to have their cake and eat it... 😅
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871457#Comment_3871457
For the record, Self-Preservation doesn't actually require you to be injured currently, it's just that two of its three effects are only relevant if you're injured. It hides scratch marks either way.
I replaced grunts of pain being hidden with footstep sounds to make it more universally useful as well, though I could see the radius being increased a little since it is fairly short.
Ahhhhh good call, objection partially withdrawn 😅
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I have thought about this perk a number of times and couldn't think of anything to make it more useful. It's idea is to have it where someone effectively takes a protection hit for you helps you get away...
Its a bit like a self Babysitter, the most prominent case would be if someone takes a hit while unhooking you... but the obvious problem is if that happens, then if the killer chases your ally, you don't need Self Preservation... and if they chase you, Self Preservation doesn't really do anything to save you...
I like the suggestion here in that you abandon gens to save yourself (I'm a believer you should keep the spirit of the perk intact)...
The immediate concern I have with this suggestion is this seems a bit too conservative... 16m isn't far, and this perk only works if you're injured, so the killer has to kick the gen with you in range, where the killer will likely hear you anyway, and ofc it's completely demolished by Nowhere to Hide...
You did inspire me though to think in terms of gens instead of survivors... maybe it can work a little like a survivor version of Trail of Torment?
If you're injured, repairing a generator for 5 seconds marks that generator and the next time you let go of the generator you gain those bonuses until you do a conspicuous action, a rushed action or are healed.
You've still gotta be mindful of aura perks and footstep sounds, and it fits the theme of saving yourself without advancing the goal of anyone else.
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@buggybug said:
Am confused honestly and I still do not see how it will be fair for survivors. To make it more fair on survivors it should be changed like pain res was, rather than having unlimited uses it should have 4 tokens and once they are gone, the killer must do things like kick gens, down and hook people to get one back.
Just like how killer say one perk should not be countering all aura read and add on ,one perk should negating all blind perks which is taken away the option to help a teammate especially if they are being tunrneled or to protect one self.
Do not even get me started on how plague making every heal perk worthless as well killing your altruistic emblem is poor design and needs a rework.
one perk should negating all blind perks
Exactly, that's why it now has the perk interactions that it doesn't before... and as I've stated a lot of the complaints against Lightborn are usually to do with challenge denial.
Most survivors agree Lightborn is a boring weak perk that just takes away interaction with the killer, so you just crank gens instead. If Lightborn is a tangible threat you've got to be mindful of, the process of figuring it out becomes more engaging (OoO, Distortion for example can reveal it), rather than just "Oh Lightborn... that sucks... just do gens".
Which is taken away the option to help a teammate especially if they are being tunrneled or to protect one self
You still have pallet saves, sabos, body blocking to help a tunneled teammate, as well as all the second chance perks available to survivors as well. This is the reason Lightborn is not a good perk, it protects you from one aspect of the game, but you can still fall foul of a myriad of others.
Like which hardcore tunnel killers running Lightborn are you referring to here? You almost never see a serious Blight or Nurse with Lightborn, something this change wouldn't change, because serious comp style players aren't gonna pretend to be blinded, nor run Lightborn to secure hooks when they have the power to slug anyone who tries.
To make it more fair on survivors it should be changed like pain res was, rather than having unlimited uses it should have 4 tokens and once they are gone, the killer must do things like kick gens, down and hook people to get one back.
Not that I necessarily think that's a bad idea, but your suggestion has issues.
- Lightborn isn't a strong perk, experienced killers don't need Lightborn because there are other mechanisms to combat it, and its generally perceived as playimg a perk slot down. So you need to give a killer a reason to take it.
- How many tokens do you give it for it to be useful, but not fall foul of the above point? It either has too many tokens for it not to matter anyway, or not enough to make the perk worth taking.
- Your recovery condition (hooks) is dependant on the very thing the perk is supposed to do for you... What is Lightborns purpose? To secure hooks. What do you need to use Lightborn? Hooks...
- Your alternative recovery condition of kicking gens runs foul for point 2... it's an easy condition to satisfy, so the downside is moot anyway. You'll still likely have more tokens than the survivor can realistically burn through.
Lightborn is not a serious competitive perk, and this small tweak doesn't make it suddenly competitive. It is better in this version, but it still not impressively strong, and it addresses most of the other annoying points about the perk.
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I would suggest:
- Anti healing add-ons/perks (E.g. Gift Of Pain).
- Nurse's Calling (28m aura range, helps you find the distance).
- Monitor and Abuse (People tend to be a little more relaxed when they hear your Lullaby, but not your TR, and youre less likely to accidently "lick" them while looking for an angle for Nurses' Calling).
- Faster wind up add-ons for the fully charged throw.
- Hex: Face the Darkness to help with interrupting heals for haemorrhage and finding people. The new Predator might also be good (haven't tried cause it wasn't there when I did it), but that might also help you get a few.
Also accept you're probably gonna have to prioritise ranged downs over winning. If you go it with a mindset of go for 8 hooks and let everyone leave, you will lower your MMR (which'll help), and you may even make friends with survivors who will let you get some for free.
I got 14 hits legit, and then the PS4/PS5 trophy bug in 2024 gave me the rest... and while I was annoyed at some others is screwed up for me... tbh I wasn't at all sad about it for this one xD
Other than that... sacrifice a goat to Imhotep and pray.
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Well the reality is SOMETHING has to be done...
Option 1 - Bot Buffs
I don't want bots either, but maybe if those bots are given strong team supporting perks to compensate to help the player survivors, it might be OK.
You give me a bot with a number of additional basekit things like: -
- We'll Make It
- We're Gonna Live Forever
- Resurgence (so targetting bots isn't so bad)
- Shoulder the Burden (minus the scream and exposed effect, that they use if they have few hook stages than the player survivor)
That might be OK. At least I as the player have decent support, and since bots tend to do gens better than a lit of players, it'll probably be fine.
Option 2 - Queue Priority Stacks
The only other alternative is you give a queue priority stacks to killers based on how many games of survivor they've played recently.
If you keep queuing for killer constantly, you get no stacks, and the further and further back on the list you go with the longest queue times.
If you play games of survivor you get pushed closer to the front of the list, maybe 4 or so becomes an auto jump into the top 20% of the queue, and you maintain your stacks -4 each killer game, so you can build up 20 stacks and then play 5 games of killer with fast queue times.
A mechanic like that is the only way I can see it working, you have "pay your dues" if you will to play the role that everyone wants to play.
Option 3 - Locked queues
A more hardball option for option 2 is to say, you can play 2 games of a side (likely killer, so I'll just say killer from now on), but based on queue differences you are then locked out of killer for a set time.
This way everyone gets a chance to play killer without absurd queue times. Instead of the 400% survivor incentive, at 100% there is no lockout, the 250% mark have the killer able to play 2 games, but are then locked out of killer for 15 mins mins. At a queue diff of 400% the lockout is 30 mins.
This is effectively no different to the longer queues, but the difference is the player knows how long the lockout is, and this drastically reduces the players actually in the queue, favouring players who haven't had a turn yet/in a while.
No solution will be perfect, but it's gonna have to be something like that.
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@SharonPancakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868894#Comment_3868894
No I don't think I know why it's disliked, at least not why you say. It is disliked because it is any easy explaination on why a killer didn't down a survivor faster. Now that can be true but it's such a low level crutch in that aspect I feel it is a non-factor. If you want to blame WoO on your loss you're just not very good at the game.
Hahaha OK... keep straw manning me rather than address my argument. It's fine... but I will say I don't lose because of WoO, but I can always tell when a certain type of player has it. They drop pallet and immediately bee line in a straight line to the next pallet. I'm not stupid, I am aware that not all players do that, I have no issue with survivors who play the tile with WoO and we get to have mind games and actually play DBD, however there are players who do just hold W pallet to pallet, and it's very boring facing them with certain killers, and on certain maps, it's annoyingly effective.
If you're a fast killer or a ranged killer like Blight, Oni, Hillbilly, Wesker or Huntress you cut them off as they transition to new tiles... if you're a killer with strong anti loop like Doctor, Clown, Artist or Knight, you don't really care, cause you can deny them pallets and windows anyway when they get there. However if you're someone like Myers, Legion, Ghost Face, or Pig, where more often than not you have to break mid tier pallets because you don't have a means of out-manouvering or cutting off a survivor if they have line of sight of you, you spend ages just walking after survivors OR you bloodlust them down, which isn't fun for anyone.
The alternative way you beat this is you start playing hit and run, you break the pallet as they run and go back to holding gens. You avoid chases into certain maps zones, cause you can't afford them, and you hold a subset of gens where you've broken all the pallets. It's your macro that wins the games.
It's not that I can't win, it's that I have to constantly break chase to hold 3 gens, I have to break pallets and go back, play the war of attrition until I turn that 3 gen into a total deadzone and then play mean to claw back an advantage. It doesn't feel good to play this way, especially as Pig, cause survivors who just throw pallet and run prevent you from using your ambush power constantly. You win the battle of attrition, but it's boring.
A build I've ran on Pig to decent success to counter this hold W playstyle is Game Afoot, Brutal Strength, Nemesis and Deadlock. The entire point is just to turn Survivors into the Obsession and stick to them after they throw pallet and hold W with Game Afoot, and it works.
I also hate it from the Survivor side, because it's what I call a sat nav perk. It you follow a sat nav to whereever you go, you never learn the route. You can drive it 100 times, and still not know the path... if you plan it on a map however and follow road signs and landmarks to get there, then you learn the route in maybe 2 trips. It's the same for WoO. It actively inhibits your ability to learn maps and spawns. As such it's on my personal ban list, because it actively hinders my ability to get better at the game.
So yes, please do tell me again how "I don't like WoO because I can't win". It adds so much to the conversation instead of actually engaging with my point. It's fine to disagree with me, but if you're gonna say you don't understand why people don't like WoO then not listen to people who then explain why, it's kinda on you.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871057#Comment_3871057
Let's say I'm playing as Freddy with Unforseen and two Survivors are awake, two asleep. Are the awake ones going to hear my TR on the gen but not the sleeping ones?
Same question about Pig & Ghostface. Assume they are running Unforseen, kick a generator, but then active their Undetectable power. Since in that moment they have no TR, does the Generator still have your TR?
Yeah mario got it, to describe it another way, the difference is the Oblivious status on Survivor vs. the killer being Undetectable.
If the killer is Undetectable (like Pig, Wraith or Ghost Face), their TR will continue to play out on the gen regardless of what the killer is doing, because the effect of perk is to make your terror radius play on the generator completely separate to the state of the killer.
If the Survivor is Oblivious however, Oblivious makes it so the survivor can't hear a terror radius, so won't hear it from any source; the killer, the gen, dark devotion, or otherwise.
Fun facts: Oblivious acts as though you aren't in the terror radius at all, so wont be affected by Overwhelming Presence, Unnerving Presence, Legion Killer Instinct, even if they are sat right next to you... In theory this would mean you can sit right next to Doctor and not get hit by his Static Blast either, since that works off killer instinct.... except his power specifically states it negates the effect of Oblivious, so hits them anyway. 😁
Since being in the dream causes Oblivious, all perks that cause a fake TR can't be heard by asleep survivors.
Hope that cleans it up for you! 😁🤘
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870897#Comment_3870897
You see, I mostly agree - I think her hitboxes are stupid, but for the sake of simplicity and because I do not trust anything to be changed in this game that's been here longer than 2 years without breaking something else somehow, this is one thing we just have to grin and bear - with one exception.
Instead of making her hatchet a sphere, or multiple rotating spheres around an axis, surely you can just make it a cylinder? Make it much narrower without having to compromise on diameter or compensate for the rotating - even if you get hit with just the handle it'll hurt like hell, and it will still cause damage - it just won't be a literal flying beach ball. I know very little on hurtbox logic so do correct me if I'm wrong, but having a cylinder instead of a sphere just makes so much more sense imo.
Yeah that's fair, there are lots of ways it'd likely be "good enough". A rotating capsule certainly is probably the best solution for accuracy.
Tbh, even if it didn't rotate and you just had a slightly oversized capsule tilted forwards at 30 degrees, that'd probably still be good enough for noone to notice in 99% of cases anything dodgy (and certainly not notice enough to distinguish it from lag).
2 capsules in the shape of a cross would also be a perfectly valid solution...
It's kinda a game of trying to figure out the best way to cheat xD
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@Shroompy said:
TR can only be heard for awake Survivors, meaning it only has an effect on them if they're awake
Lullaby and TR should be the other way around, not only would it be stronger but it'd make more sense thematically
As in, oblivious with Lullaby while awake and Terror Radius in the dream?
Initially I was kinda scoffing at it… but as I thought about it more, it becomes an interesting thought… poses a question on whether or not to wake yourself up… he is a stealth killer while you're awake and an anti-loop killer while you're asleep… plus your M1s pull people into the dream, so it makes sense.
Also makes a number of perks more viable on him… like Starstruck, Infectious Fright, Hex: Face the Darkness, etc, and of course undetectable perks…. actually an intriguing idea 🤔


