UndeddJester
UndeddJester
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@ClockworkJink said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838998#Comment_3838998
Meaning? Ghostface is absolutely low tier. Yes he's silent, but only until someone with Brian's looks at him, meaning he's just a normal killer with basically no ability.
Come at me.
Whenever a survivor breaks me out of power I will now forever more have to shout "God damn it Brian!" 🤣
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@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838939#Comment_3838939
Hardly a fair comparison. The killer literally makes the choice to use their power or not, survivors cannot freely choose where they encounter the killer.
They have more choice than the killer does... The killer can't choose where they are gonna hit the survivor, the killer role is entirely reactive to where the survivor goes and what the survivor does at any given moment...
You cannot with straight face claim that crouch tech is a fair and meaningful part of the game... you crouch and a small bit of elevated terrain literally prevents the killer from hitting you despite the fact his prediction of your movement, measure of the timings and accuracy of his bounces were all correct.
I and many others supported the removal of Hug tech because it is inconsistent and illogical compared to how Blight's power is understood to function, and betrays the defined rules and intended gameplay loop of the killers power. Crouch tech is exactly the same but is against Blight rather than for him.
To try and claim Hug tech was a problem, but crouch tech is fine is a ridiculous double standard that doesn't do your argument much credit my man.
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I've played plenty of online verses games that have a concede button, and it's awful... I would strongly discourage this addition to the game.
What basically happens is: -
- games you're slightly ahead, the other side quits early.
- games you're slightly behind, your team gives up immediately and turns a possible comeback into a guaranteed loss.
If this was infrequent it would be fine... but it isn't... it happens almost every game.
Basically noone ever gets to enjoy a win, and you almost have to deliberately start throwing so your opponent doesn't quit on you early... you effectively just feel disconnected all the time, like you don't even care about winning or losing, or playing the game at all because you know it only stands about a 10% chance of making it past the first 1/3rd of the match.
However considering DBD is an insanely snowballey game for both sides, where literally one chase can literally make or break the game, a concede option would be even more miserable, and I would very intensely caution against adding it... DBD has fantastic highs and really low lows... however, one thing DBD is not is boring...
You add a concede mechanic, and thats exactly what it'll become, and thats the worst crime a video game can commit. Yes DBD might suck sometimes, but that is far better than spending every game being blank and indifferent because you know one side is just gonna quit 90% of games.
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@WalterBlack said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838606#Comment_3838606
Thanks for the tips guys - the area I struggle most with is crow-ing them but getting the follow up hit without blind luck (relying on shotgunning). The rest seems to make sense - are these long-range hits feasible? Because a lot of the time, Survivors tend to just dodge (or indeed, hop into a locker. Makes sense to bring Iron Maiden)
The main tip I would give here is try to put the survivors in a pincer, so its as close to a lose/lose as you can make it.
You're still pretty quick when you launch your crows, so you're not so much trying to score a hit as you are trying to ensure the survivor can't keep running straight away from you. Aim it ahead of where you think they want to go, and ensure if they keep running from you, they are running into your crows shotgun, if they don't, you're instead cutting them off for an m1.
I like to aim 2 where I think they'll go at slightly different angles, then an extra one at where I think they might stop to avoid it, (or turn) then run to cut off the only direction left. It's obviously not as easy as "when they do this, do this", there is a elemwnt of reading the survibor, but if you use your crows as a combination of wounding/zoning, you'll probably find more luck.
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What specifically are you struggling with about her?
Some generic tips that might help: -
- Try to tag a survivor with a single crow; this recharges fast enough that you can charge 3 crows after the CD to "shotgun" the survivor. Perks like I'm All Ears and the Thick tar/Festering Carrion add-ons help with this, as well as the Garden of Rot add-on.
- At long ranges you can set a crow and run forward for a few seconds and set another crow on the same target and allow a long range snipe to injure a survivor at range. Perks like BBQ and Chilli, Gearhead or Discordance and add-ons like Severed Hands and Untitled Agony can help get hits here, and if you load 2 far either side of a gen, then one closer, you can fire all 3 at the same target and cause of the crow swarm spread and hinder, have a decent shot of getting one or maybe even 2 hits.
- The snipe combo also works nicely with Dead Man's Switch, as if they move, this blocks the gen, though this does have anti synergy with Pain Res, since it won't regress the whole time its blocked, so watch out for that.
- You can obviously lock down loops with your crows, by placing them over pallets or across windows to force them off tiles, if they stay on the tile and run into your crows, you effectively get a 2 crow shotgun, so watch for that when the chance arrives. Untitled Agony again and the duration add-ons can help here.
- A common strategy vs. Artist is to jump in lockers to remove crows, so Iron Maiden can help a lot vs. that.
- Last tip I can think of is if you m1 down, have crows on CD, and are reasonably sure you can pick up without a save, it's not a bad idea to fire off all crows at various gens. You get info, may spook survivors off gens and your cooldown goes on while you're carrying your survibor to hook, so you're optimising your downtime.
Anything other than that, you'll need to be more specific... but good luck!
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@OnryosTapeRentals said:
Honestly I've sort of become disillusioned with these forums.
SO much of what gets posted here is obvious bait that drowns out actual discussions.If you make a game of it, trying to be the first one to succinctly ruin said bait post is rewarded with a butt load of likes 😅
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838196#Comment_3838196
but it clearly is not balanced. Even when one side has way higher queue times, there is little to no bonus.
Fair enough, I can only speak from my own experience, but queue time have been about the same for me on both sides in line with the bloodpoint bonus, so I can't really speak to that.
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I feel like a ban system would likely only serve in a 5vs5 kinda setting. Something like 2 teams of 4 survivors and a killer face off on the same map to see who gets the most hook stages/gens complete.
Both teams get to ban 3 killers each, and 5 survivor perks each, which is all applied to both sides. Each team can only take 1 version of each perk between the 4 survivors on their team, and killer drafts at the end.
It's the only context a ban system makes sense to me.
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Use the bug reporting section:
Sometimes the challenges break, so feel free to report.
Although before you do, one thing you might be worth trying is click on and deselect the challenge. I have had quite a few instances where I've actually completed a challenge, but the HUD doesn't update/tell me, and doing this causes it to pop.
So you might already have it unlocked, but the HUD simply hasn't marked it for you, so worth a try.
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There are lots of things I do like:
- Her being a larger lady is fine, I can believe her gorging on her plundered wealth, especially after being marooned for so long. (Though this would have been a nice detail to be actually mentioned).
- Her being afro-carribean is completely sensible... cool to have a pirate character like this, as they obviously existed, but have few portrayals.
- Her having that nobility look makes sense for the fashion of the time if she is highly wealthy due to her plundering, and as the heir of her home Fortune, this look makes sense for her.
- I like a lot of her lore, it's dark and gruesome, and paints nice line between kinda supporting her... but her also going too far. It let's you make up your own morality around her.
- I like her creepy eyes and the burn scar on her face. It does help her intimidation factor significantly.
I have a few small reservations though:
- Her power looks like it'll be horrendous for console, maybe I'm wrong but I can't see how I turn and aim it effectively before the survivor makes it round corners.
- Snug looks kinda jank at the moment. His movement looks strange and unnatural, and his drag animations/shoo animations look either weird or silly. It hasn't sold itself well yet.
- My only gripe on her appearance is her legs are thick and powerful, her neck is thick and powerful, but her torso is small for some reason... she's kinda pear shaped... and it bugs me with her lore. She's supposed to be a shipwreck survivor and a warrior of the sea who has fought and killed for decades... which her neck and legs sell, but she doesn't have the power/mass in her chest to match the rest of her. I think bulking out her chest shoulders and arms a bit would make her look much more imposing and really sell her lore better.
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@Triplehoo said:
I've been having 25-75% incentives all day for survivors. European servers
It does kinda seem like the balance of players has been consistent a lot lately…
I have noticed that the survivor queue is at 150% first thing in the morning, but otherwise it's bounced around from 0-50% most of the time for survivor.
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Biggest thing that sticks out to me is Commodius is the best repair toolbox, and the second best sabo toolbox....
That's just silly.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837591#Comment_3837591
I think she is not, yes.
But people seem have have made their verdict long ago.
She's a killer without dashes and map mobility... and all powers that differ from this model must be burned to the ground and destroyed!
There is no room for tactile and strategic thinking in my DBD game!
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Go look after your kids
Ha! Jokes on them! Never made that mistake, what idiot would want to raise kids in today's world? It's hard enough to navigate the crap storm of the modern world yourself xD
How old is too old to play games?
From a competative stance... 27 is too old, reflexes get slower, so you're no longer able to perform at the highest levels anymore...
However games have also been shown to drastically reduce the effects of dementia, and of course someone has gotta teach these young bucks that brains can still embaress skill.... so...
Gaming 'til I die! 🤘😁🤘
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Sorry brother but no deal. There is literally no reason for me not to unhook you if you try to SoH.
- Best case scenario you start playing again or DC.
- Average scenario is the killer has to take 30s more to kill you, which is 30s more than I get for the team by leaving you on hook.
- Worst case scenario you start throwing pallets and deliberately miss skillchecks to sabotage gens, which I can then report you for... which is what I want to do anyway when you SoH to start with anyway.
You are willing to screw me and the rest of the team over, so you can be damn sure I'm willing to mess up your ability to do so, no matter how much it pisses you off.
I'm with you on your frustrations on soloQ, I've gotten so mad at my teammates for being useless all game it has physically hurt... but SoH for anything other than giving hatch is never something I will ever endorse or allow if I'm in a position to stop it.
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I've had trouble admittedly as Killer, but I have gotten better each time I've played a particular killer.... So I'm not quite sure if the game is truly survivor sided, or if it's just easier to pick up for survivor and harder for the killer to find the right strategy...
I nearly won my third Trapper game, except I legitimately rolled a failure on 3 separate 1 square hook checks in a row and it cost me the game... xD
However aside from that, one of the best things about tabletop gaming is you can actually house rule, unlike a video game, you are in conrtol of the game. If you want some example house rules to make killer easier: -
- Remove the double tap rule (cannot injure and down a survivor innten same turn). The killer has to spend a lot of resources to do it, so if they guess right should be rewarded.
- Remove perk activations limit of once per turn for killer. The survivors get a perk once perk turn, killer can use it as many times as they have blood points to spend.
- Reduce the hook carry dice by 1. If you move 1 space that is just an instant hook with no check, as escapes and map rng shouldn't really be messing with the killer. (I'm not bitter I swear).
- Make exit gates take 4 light tokens to open instead of 3, so the killer has a slightly better chance at playing the end game.
Have fun!
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836662#Comment_3836662
I don't know I don't want to sound like a 50 year old dad who's pulling a how do you do fellow kids move. But a lot has changed in dbd that I'm not used too. So me saying gg is just because a lot of other people have done it even if I had a garbage game and decide to pull the plug on it they say gg or gg wp. I don't know maybe I have to just not say it anymore. For the love of anything I faced a Chucky a while back who slugged people on the ground the entire match I mean gens weren't flying they just wanted to slug I guess. I said GG because I was wanting to show good sportsmanship and boom got banned from their twitch chat. I don't know maybe saying gg just shouldn't be a thing for me anymore knowing some people will think I'm saying "get good".
To be fair, when tempers flare saying GG and meaning "Garbage Game" is probably a good self help trick xD
"Yep, GG indeed" xD
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It somehow feels more appropriate when you miss a hellfire xD
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836836#Comment_3836836
Have you tried running him with a controller?
I have... it's pretty dire xD
But with a mouse... is it even a challenge at all? I'm less convinced.
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Once you understand how to face the tile correctly to turn 180 degrees on his dash, he is not hard at all on mouse. He vaguely has to be in the same zip code as the survivor and it's a hit.
This supposed skillshot doesn't really appear to take much skill, and even if you somehow miss, the survivir had to bank so hard to even try and juke, you can usually still get an m1, and if not, it's back in 8 more seconds, so who cares? Just go again.
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Casual Drizzt in DBD? That's be awesome.
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The number of people writing this perk off so quickly is insane to me... the potential for this perk as an anti tunneling mechanic is huge, and not something that can be ignored...
Does no one see you can literally leave a player on hook through stage one AND two, repair the whole time and get 3 or even 4 gens done, and then trade the hook stage back off?
Just the possibility that can happen kills camping and tunneling as a strategy... you can't take the risk cause this perk exists, so you have to go out and pressure everyone.
This ability to recover a hook stage is great as well for soloQ. I can play safe, hard focus gens while my team does their usual moth to a hook BS, and when they finally are on death hook and start being careful and sensible, I can trade back a hook stage. This peek allows you to maintain gen pressure so much easier, and you can trade your own hook stage to complete a gen.
If no one sees that value I'm just flummoxed. I'm worrying this perk will be busted and I'm gonna be punished hard for playing more fun builds.
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If Scratched Mirror Myers ever became 4.4m/s, it'd likely need to have Undetectable removed and actually use his 6m TR, just so you can see his red light and use aura perks against him.
Even if you used M&A to make it a 0 TR, it'd end the nonsense on small maps.
I have to apologise for hating SM Myers. I know it's supposed to be a build for fun and spoops, but I don't find it spooky at all, I find it so mind numbingly predictable and miserable on his chosen maps.
I always know Myers is there, but I get so sick and bored of having to constantly run off gens or run around injured, unable to get a heal off that I don't really try to play. Like I don't quit, but I get so bored I just don't care enough to really pay attention and attempt win, and as such my reactions become insanely slow.
Almost like him coming round the corner triggers a whole monologue of me saying "yep... there he is... can I be bothered to let go, or do I get him grab me? Well it is a dick move to leave your other survivors hanging like that, and would be insanely hypocritical of you, so you should move really... Yesh, I guess so...", which then means I get downed 2 seconds later.
I am insanely biased, but 4.4 SM Myers would be my personal hell without the change above, so I'm not unhappy with this change.
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Been exploring this with my fellow Pig mains... our initial impressions:
- Tombstone Piece seems even more busted... you can actually get it off 4 times, 1 per survivor, and your stalk time is actually very good, barely a hinderance... you can actually get Evil Incarnate off this add-on alone, and it's basically same old Tombstone Piece, just even better... faster to get going, and more uses. This add-on is terrifyingly good, the only thing being a little harder to pop on demand with ten range inverse, but still amazing.
- The Judith Myers and Fragrant Hair Tuft add-ons are VERY painful to use. This combo of add-ons doesn't care really about the extra stalk limit of survivors, and the 400% on each is painfully slow, basically unusable... you really feel the no additional stalk with 2 survivors in your view more than ever. It's so painful there is literally no point using the JMT add-on.
- Basekit Myers feels better to play, much faster out of t1, but there is this issue that survivors can loop close to you and it is now slower to stalk. Hugging close is a pretty big pain.
The iri and tombstone Piece add-ons really need looking at again, the gulf between them with this change is unbelievable.
The reversal of the stalk rate is interesting, but we've got this issue where running towards Myers and looping him close is actually preferable whi h seems a little weird, and we also have this "slightly difficult to pop while closer" issue.
It's interesting as a set of changes, but there is absolutely more work to be done.
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The only thing I can think off it is counters hit and run playstyles with things like mangled. You can subvert it and go straight back to gen work... I guess.
However seems a little troll-y 😅
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You mean I'm actually better NOT walking towards survivors while I stalk, cause further = better?
Stalking from afar like Myers does in the actual films!?
21.6 seconds at max range to stalk up a Tombstone Piece kill that can be done on a single survivor?
You can unironically get Evil Incarnate on Tombstone Piece!?
I'm terrified.
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I believe in you.
I'm sure as a gamer you can make that assessment as to whether or not you should start repairing gens again irrespective of the DS timer.
Moreover I trust you to be mature enough to accept the consequences if you make the wrong decision, and learn/grow to not make the same mistake again.
You've got this man.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834977#Comment_3834977
When I tried new Deathbound on Vecna, in post-game chat survivor wrote me that… Deathbound is unhealthy perk for the game. This community is flopped, people don't even try to express their thoughts, only use strong buzz words to say that they don't like something in such ludicrous way.
Agreed, it's so tiresome.
Merely stating an opinion doesn't make it valid, you need to argue and support your statement with evidence and reason for it to fly... unfortunately we live in a society that only tends to bother to read the title of a video or a 10 word comment, then form the base of their whole opinion on that alone so they dont know what they're talking about.
It takes effort to actually explore a subject properly, listen to others points of view and really think about it before trying to articulate an actual point or reasoned perspective. Throwing out buzzwords is far easier.... and more often than not attacking the integrity of your opponent is also easier, rather than arguing your own point of view.
Some might worry about a post or comment being too long... I'm of the opinion a post should be as long as it needs to be to ensure the message is strong and clear. 🤘
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/431751/can-we-update-change-leatherface-pls
If a Bubba downs your whole team at the start of the match or even more Survivors than one that sounds like you or your team issue and not the Bubba's fault, all you need to do is split up, which prevents him from downing multiple Survivors.
His best counter are windows, if you're a good looper you can force an m1 without him being able to use his chainsaw at all, you can also attempt to stun him out of his Chainsaw, but that depends mostly on ping so it might be inconsistent, learning the timing of his tantrum could also save you if you hop into a Locker, so he is forced to go Tantrum or just deplete his sprint.
The only thing I would change is that if he hits a Survivor with the Endurance effect, his Chainsaw stops and gets instantly depleted out of all charges.
If you nerf Bubba too much, for example how he was in the past, people would lean into proxy camping because that's the best thing he could have done in the past due to being weak, keeping him in a decent state like he is now makes people lean more into chasing instead of camping, which I think is a good thing for everybody.
Here here.
By the way, if no one has tried it, the new Deathbound is amazing on Bubba.
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Survivor quitting is out of control to the point of being asinine.
We had some petty reasons to quit before, but survivors quit over the most mundane crud, and also on games that are perfectly winnable, or that survivor team is even winning.
I struggle to not think it's because quitting repeatedly successfully gutted Skull Merchant, and now survivors are trying it against anything they don't like. I'd like to reach a different conclusion, but the brattiness makes it hard to give the benefit of the doubt.
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Yikes... can you imagine that +150% gen speed and +125% gate open speed stacked with Sole Survivor?
Casual 36s gens and 8.89s gate 🤣🤣🤣
I do believe it was rolled into Sole Survivor, its mroe or less reads the same, so I doubt a perk like this would come to fruition.... but it would be funny though.
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@Devil_hit11 said:
first we have to talk about some aspects of how infection works.
the thing to talk about his green add-on called Video Conference device. To my understanding, what this add-on does is reduce amount of time it takes for infection to tick 1 charge. there are 100 charges to his infection.
the infection ticks at 0.8 rate. that means that for every second that passes, you get 0.8 infection. so if you had 0 infection starting, you would take 125 seconds to become fully infected. Video conference device makes you gain 30% infection rate which 0.8 x 1.3 = 1.04. 100/1.04 = is 96 seconds.
The next add-on to talk about is Red herb. This add-on increases your initial infection when hitting a survivor with his ability. The initial is 20 charges and add-on boosts its by 6 for 26 charges.
If a wesker tunnels survivors off-hook by hitting their borrow time, the infection time takes 71 seconds to occur. something that this timer is good for is that it allows wesker to precisely, i mean super precisely tick the amount of time that decisive strike has. So if wesker is good, they can almost perfectly pick up a survivor as soon as decisive strike expires.
So why is 4% still strong for wesker? Moving slower means that you can sway from right to left less. so if wesker is able to use his ability at correct time, he is guaranteed with good aim to hit his bound on you because it is impossible to sway enough left or right due to hindered ability.
Knowing this, Cleansing wesker's infection should be done immediately in almost every situation.
Wesker's design is something like Oni where he's killer that build-up a debuff. When survivor are not infected fully by debuff, he has little to no control over chase because his variables for his chase power at base are too weak but when he does successfully fully infect the survivor, he's in control of the chase.
the changes simply changed time sink between how long it takes for him to be in control of the chase. if you want to use his hindered debuff, your best to use his iri add-on and green add-on and continuously slug because slugging people doesn't reset infection.
if you want to use his infection as tunneling tool, you can look at white meter to avoid perks like decisive strike and his grab still punishes you for using anti-tunnel perks like Off the record. He is still effective tunneler. He simply takes more time to get kills which i suppose was Bvhr's goal within these changes. They seem to be fine with encouraging wesker to slug entire team every game but few people play wesker in a manner that makes him strong so i guess he's fine.
the thing to talk about his green add-on called Video Conference device. To my understanding, what this add-on does is reduce amount of time it takes for infection to tick 1 charge. there are 100 charges to his infection.
You worded it a little strangely, but your maths works out... so just for myself, and the sake of clarity, I don't believe Video Conference Device changes tick rate. If it did, that would mean 0.8 charges every 0.7s, which gives a charge rate of 1.14286c/s, which actually is approximately a 42.8% increase.
This would be a very strange and misleading implementation and given how other areas of the game are implemented, all this add-on does is change charges per second from 0.8 to 1.04c/s, which is exactly what you did in your maths, but that clears up any confusion 😅
So why is 4% still strong for wesker? Moving slower means that you can sway from right to left less. so if wesker is able to use his ability at correct time, he is guaranteed with good aim to hit his bound on you because it is impossible to sway enough left or right due to hindered ability.
Knowing this, Cleansing wesker's infection should be done immediately in almost every situation.
// ...
If you want to use his infection as tunneling tool, you can look at white meter to avoid perks like decisive strike and his grab still punishes you for using anti-tunnel perks like Off the record.
I think everyone understands that being infected is a problem to avoid, the 4% as you rightly state makes it much harder to turn left and right to avoid hits, and you combine that with the fact you can be instant downed as well, that's absolutely something you want to avoid. The problem is off hook, it basically has no threat cause it takes too long, even with add-ons, so it can be effectively ignored for at least a good half a gens worth before it realistically becomes a concern.
I would also argue that being able to reliably wait out Decisive Strike, especially over 2 cycles is an investement of time that isn't really worth it in grand scheme, and kinda has this idea of being fixated and determined to tunnel, rather than a genuine consideration of if its actually beneficial for you to do so or not. I'd argue you're usually better off trying to down the survibor ASAP and taking the DS if you're so determined to tunnel, cause now your next tunnel off hook is immediate, no counting required.
We've had this back and forth quite a few times with regards to killer powers when discussing Pig, Sadako, even Knight, so I imagine we'll continue to disagree here 😅
You have a tendency to see little to no value in survivor slowdown at a macro level. A non-tunneling playstyle attempts to keep survivors engaged with as many tasks as possible, and knowing survivors are occupied dealing with the threat of your power, be it RBTs, Condemn, Infection, Jailer, Hex: Devour Hope, whatever it is to seek a chance to put survivors in an unrecoverable snowball position. It also attempts to keep control of the game via overloading survivors to keep them dealing with your slowdown, healing and unhooking instead of working on gen progress to by more time for that moment to occur. This is not your playstyle I gather, where if it doesn't directly facilitate killing a survivor quickly, then it's use kinda gets written off for you.
The classic example I recall is our discussion around Pig, where you see RBTs as a mechanism that allows you to predict where the injured survivor off hook is while doing RBTs, thus allowing you to intercept and throw them straight back on hook for a second hookstage, thus making it easier to tunnel. This is again true, you are not wrong, and you can do this, but I hold the opinion that by doing this, you're a weak m1 killer not making use of your slowdown, whi h is Pig's main strength. If you fail to down this survivor quickly, get caught by a DS or a Dead Hard, and/or end up wasting lots of time focusing more on pushing this survivor off boxes repeatedly, you can easily throw the whole game. You can even lose this survivor depending on RBT rng. The Pig to my mind is more about identifying your trap pattern while trying to maintain a 3vs1 to then squeeze at the right time when you know a 4 box headtrap is in play and the good options available to survivors are significantly limited. This is what slow down mechanics facilitate, the ability to exert presure on multiple survivors while the other survibors are occupied.
Returning to Wesker, none of what you've said is wrong perce', but we're once again on this discussion of the value of survivor time pressure. Mechanisms like Wesker infection force survivors to take time off gens to deal with the killers passive threat, and by extension buying more time in the trial. It's a problem for survivors that coming off hook survivors need to run somewhere safe (because of the tunnel threat), take the time to heal, then cleanse the infection. Ideally the helper brought a first aid with them, but if not the unhooked survivor has to go and grab one from somewhere which can add 20s or more to their down time just from all the walking they have to do. All of this amplifies with Wesker's build, whether is gen regression, healing time increase, hex builds, whatever he's trying to do.
If you're doing especially well, this cycle continues to play out, overlapping different unhooks, and the survivors are having to take longer and longer routes to run across the map and cleanse your infection, alleviating gen pressure for Wesker, while also having the ever mounting threat you find the survivor you need to tunnel out of the game. This seems to me where your playstyle doesn't seem compatible with slowdown killers, because in all our discussions, you seem to continually hold the stance that there is nothing of value in any of this, and instead seem to prefer to tunnel, which is fine, but it's not the only way to play.
My goal with this change is to ensure that infection is a consistent time sink survivors need to deal with when facing Wesker, which in turn creates windows where a timely down limits the options available for survivors for things like unhooking, healing, trying to make saves, etc, etc.
This is the unique combination for traits Wesker brings. Decently strong chase and map traversal power with a weaker slow mechanic vs. Blights very strong chase and map traversal power and no slowdown mechanic at all vs. Pig's weak chase power/map mobility supplemented by stealth, with a strong slowdown mechanic.
Wesker having a weaker, but consistent slowdown in his kit is a buff that makes a killer that strikes a good balance of strengths, without him being oppressive or unfair with any of them.
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Nurse has a unique set of mind games and gameplay that shouldn't be killed off... however she is absolutely problematic with aura perks, and always has been.
My proposed changes are here: -
@UndeddJester said:
The 3 changes I think Nurse needs are: -
- Nerf - Blindness during charging a blink and during a blink.
- Nerf - Reset blink tokens on a stun (survivors actually get rewarded for successfully stunning her rather than going down anyway 3 seconds later).
- Buff - Get rid of yanking her camera down during fatigue and instead have her release breathe, the world turns white and survivors go invisible for the duration of the fatigue.
Blindness Blinks
SupaAlf has been suggesting Blindness while Nurse is charging a blink and during blinks as a change for a while, and it's such an elegant solution.
Nurse has unique mind games from the fact she in slower than survivors and must blink to land hits, but she ignores the usual counters survivors have... moving erratically and counter to her predictions makes it harder for her to adjuat and more likely to miss, and this is a lot of fun for both sides. Nurse is satisfying to land hits on, and survivors get to actually try and juke.
However those mind games don't mean anything while she has auras up, she can just blink perfectly knowing exactly what a survivor is doing at all times. Auras basically kill her own unique blink prediction gameplay, and should not be a thing.
Stun Token Reset
Nurse doesn't typically get stunned, she doesn't play pallets, and trying to flashlight save vs. a Nurse is... brave... to say the least. Decisive Strike is reasonably the only stun you're likely to get, and that doesn't often let you get anywhere to avoid the next double blink since she already has it fully charged.
Resetting tokens on stuns would add actual rewards for successfully throwing a pallet on Nurse as a prediction of her blink, and makes a flashlight save a tangible risk vs. a reward.
Decisive Strike doesn't have as much effect as you think. On 2 blink Nurse it takes 6s to recharge blinks, the 4 second stun will result in it having only 2 seconds to go before she is back to full charges... however with the blind change, 2 seconds could be enough to allow you to break line of sight and continue playing the Nurse mind games. Where DS really shines is 3 blink Nurse, which now becomes 9 seconds before Nurse is back to full kilter, making DS actually useful at limiting 3 blink Nurse's unbelievable chase down power for a time. She's still very dangerous after a DS, but the survivors chances of doing something are a little better with this change.
Fatigue Visual Rework
One big problem with Nurse's accessibility is she is so disorientating to play, and even causes motion sickness. A newer player has not learned the maps yet and so needs to look around to keep context of where they are and try and predict survivor movement. Yanking their camera down however doesn't allow them to assess where a survivor might go while they recover from a missed blink.
Changing her Fatigue to cause her to temporarily lose connection to the world as she releases her breathe and take a moment ot realign would allow newer players to try and figure out where the survivor has gone and also not feel so horrible to play.
I'd like to give Nurse more changes to help newer players, but fundamentally Nurse is about learning to blink.... so there is only so much you can do.
However that's the last few changes I think Nurse needs and she is golden.
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Autodidact is quietly GOATed against slugging. You get 2 whole health states of healing worth of skillchecks... and when it comes off... 😋
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I was playing Bubba and realised I subconsciously went serious on a team during the event after being map offering'd to the Game. Normally I wouldn't care, but I then also encountered a Boil Over player.
No goofing around now, I got my third kill on the BO player, then saw the event whirlpool, awoke from my blood haze and thought "Oh... somehow I completely forgot about that...". I needed an injury using a haunt too... so that game was largely a waste of time event progress-wise. I gave hatch to the Mikaela as an apology xD
Moral of the story? Do not take Boil Over. It rarely helps, and otherwise turns normally rational, fair and reasonable killers into... well… merciless killers. 😅
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833774#Comment_3833774
The issue I have here is that Killer Instinct is specific to Killer powers. It's not only going to be very niche, but there's never going to be a case where you won't already know it's in play.
If Legion has his a survivor and they’re in deepwound, then you know you're revealed by killer instinct. If you're next to a demo portal or Victor, if you've hit maximum infection against Wesker, if you hit 7 tapes, if you reveal Ghostface.
Aura at least is mainly perk related which means any killer can use any of them.
That's fair, I was thinking about things like Artist close calls, Vecna Sphere, Dredge in Nightfall, where the boost/info might be useful…
But I suppose it's always the point that perks shouldn't counter killer powers.
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I think the fact that Object of Obsession reveals the killers aura, and Spine Chill would only activate gives it enough of a difference.... but that said...
An alternative might be that Spine Chill activates while you are affected by Killer Instinct... that would be very thematically on brand and the only tool in the Survibors arsenal that is affected by Killer Instint
If you buff its effect to 10%, that would be something that might actually be worth considering.
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Question... is the aura disabled while exhausted? Or just the gen completion speed boost effect?
The only reason I question this buff is it has similar value to Sprint Burst, but is more conditional... in some ways it actually discourages using Visionary since it kinda causes problems for your use of exhaustion perks when you need them with that long cooldown...
Although if it actually stacked with Adrenaline that would be hilarious... casual 200% boost xD
Wouldn't necessarily be a bad move, though I personally liked the idea of Visionary having either or both of: -
- Shifting aura colour between red to green based on the progress of the gen.
- Allowing you to see gate handles withing 32m throughout the entire trial.
This gives it a lot of info and a great synergy with Open Handed.
So kinda on the fence personally... making it an haste/exhaustion perk is interesting as an idea, gives it potential value with Poised to Sprint across the map quicklywith no scratch marks... interesting idea either way. 🤔🤔🤔
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Hahahahahahaha.... Please tell me you're not at the end of the rift and have the Rift pass unlocked... otherwise I might have to hit you with the:
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833506#Comment_3833506
I got lucky and got both Hemophobia and Left For Dead in 2017 by chance. I was a new player and had no idea what was going on lol.
Left for Dead was probably one of my most memorable games from back then though. I was Bill on Resting Place against a clearly brand new Huntress. I was able to complete both gens and open the exit gate undetected.
The reason why it was so memorable is because it was the first time I heard her sing in that lower and creepier pitch... Huntress back in the day would stop singing when she entered chase, and would instead breathe really heavily. Once the chase ended the lullaby would start over. I was genuinely terrified lol
EDIT: Oh and to maybe answer the question of "why didnt you just look for hatch?". Hatch would only show up once 2 gens were completed.
That's awesome, and that's a pretty awesome detail with Huntress singing as well... very immersive... any idea why that was changed? Cause that sounds awesome....
Left for Dead I've gotten the condition for twice in all my time of playing, and both times came from me thinking "you know what? Sod it... I'm just gonna repair the gen and take my chances instead if hatch".
Both times the killer found me just after repairing it, and both times they let me go, I think as a sign of respect for having the balls to repair the gen as the last man xD
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Ever since Clown got his vision blurring effect substantially reduced, I can't say there is any killer I genuinely hate going against based purely on the killer alone.
Sure specific strategies like a tunneling Wraith, or tunneling Nurse, or a slugging Twins, or a Tombstone Piece Myers, etc are annoying to face, but the killer themselves doesn't immediately draw my hatred just because of the killer they are.
DBD has enough variables between maps, spawns, perks, add-ons, items and playstyles that even when facing the same killer player twice, games can go wildly different.
The one thing that does disappoint me is how many people want this game to be ALL about chase, and want to absolutely gut any ability that isn't about chase, such as RBTs, Condemn, Chain Hunt, etc, as if chase is the only skill people prize in this game. Anything that requires you to actually think and/or pay attention to the game state, killer behaviour and the world around you is somehow not important.
If I was to be childish and accusatory, I'd say the reason Onryō, Pig, Pinhead, Xenomorph, Skull Merchant are all considered boring/oppressive by most low/mid level players is because they have to actually engage with the power and think about what they and their team are doing, rather than just mindlessly run/follow the WoO yellow brick road with exhaustion perks to extend chase as long as possible.
Too many survivors refuse to use their brain, and only focus on the skill of extending chase, with no thought to the macro of the game whatsoever. Counters are available, but most survivors dont want to engage with/use them, then complain the Killer is OP or boring.
Variety is fun.
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When picking the lesser of 2 evils, I would take removing the 4% over losing the DC penalty. I'd prefer a different solution, but I am vehermently against allowing players to get away with DCing. DCing unpunished is absolutely not something that can be allowed. Noone wants to play with or against bots, if we did, we'd play custom.
You signed up for 4vs1 game that requires 5 players to function. If you wanna leave before the game is over, fine, but you should incur a penalty for doing so.
This epidemic of SoH started as a result of removing the derank penalty from the season. One option that could be explored is bringing back deranking.
For survivor: -
- If you die within 4 minutes without being hooked at least 2 times or Mori'd, you automatically lose a pip.
- If you DC within 4 minutes you automatically lose a pip.
For killer: -
- If you DC within 4 minutes you automatically lose a pip.
For both sides if you depip 5 times, you lose a whole rank.
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Absolutely disagree on Finisher Mori being reverted. Moris should be more prevalent in the game, especially if we're getting purchasable Mori's in future.
What would be better though is they need some kind of additional requirement, a reward for the killer taking a riskier path to victory and making more of a game of it. At the risk of being a broken record,I vote for grant it if and only if the 3rd survivor dies while the last survivor is not in the dying state.
It makes lore sense, since the whole point of the trials is to cause as much desperation and fear as possible, and a pre-requisite to that is hope. A slugged player has basically no hope of survival, thus this is against the goal of the trial. If the player is trying for hatch and has a realistic chance of getting it, their lost hope in the trial is more satisfying for the Entity. It works similarly with the mori offerings, where the Entity basically grants "permission" for the killer to kill the survivor for serving the Entity well.
The Finisher Mori becomes a kind of "true victory condition", that would see slugging for the 4k right itself in the community. You can slug for the 4k, but you didn't get a Finisher Mori, so did you actually win?
That to me seems the most healthy and lore safe version of the Finisher Mori, and it actually improves the end game experience, rather than hinders it.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833511#Comment_3833511
Hahaha, I would have done the same, my friend. I must admit I left a teammate behind to get the "Outrun the Overlap" achievement. I hope they forgave me.
Huntress... was she attempting lomg shots a lot?
Iirc she didn't see me at all during the match. My teammates must've kept her occupied.
Hehehe, that was what happened to me vs. The Nurse and Ghost Face... clearly your Huntress had more integrity than mine xD
Outrun the Overlap, Garden of Joy eh? A map that tormented me for ages was Toba Landing... for whatever reason, whenever I wasntvthe one to repair the central gen, I escaped... whenever I did repair it... I died... was about 2 months before I finally got it 😶
Cowardice is acceptable when trophy's are on the line… especially when it comes to slugging for the 4k. If I see a killer adept do it, I don't even get mad... it's like "fair enough that man" xD
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833506#Comment_3833506
I got this one against a Huntress back in 2019. It was an interesting game.
Huntress... was she attempting long shots a lot?
I attempted it every time I got on the map, and I succeeded against a Ghost Face and new Nurse... but both times the killer quit and denied it me...
I finally got it against a Pig who must have been fairly new... she caught Cheryl at the end and trapped as I popped the 5th gen, leaving her a activated trap and putting her in basement… my team got her unhooked, and I thought briefly about waiting to give her a chance to save herself... but I'd been robbed twice already, so like a coward I opened the gate and ran... the guilt still haunts me to this day. I got the trophy... but at what cost? 😭😭😭😭
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For Playstation games, the Platinum trophy is for the base game achievements only, DLC has its own DLC trophies in a separate category 😉
Good luck with Haemaphobia 😁😁😁😁😁
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I believe the idea of the 60% kill rate is based from, for a 2 ,3 or 4 man escape, the gate must have been powered/opened. This means that assuming a perfect distribution of 20% for each possible result between 0k - 4k (a 50% killrate), this means that 60% of the time, the survivors complete their objective and power/open the gate.
Of course it's still possible for the gate to get opened and still get a 3k and 4k scenario, but it is also of course possible to have an escape to occur via hatch or opening the gate without the gens completed on a 3k (via closing hatch), so we'll simply to ignore these on the presumumption they balance each other out for the sake of simplicity.
If we make it so that killers get a 4k 10% more often, and a 0k 10% less often (a 60% killrate) that means that the gate gets powered/opened 50% of the time. When you look at it this way this makes more sense....
A 55% killrate means that gates also get powered 55% of the time, which sounds pretty fair. However we do also have real world things like 0k being quite hard to accomplish for survivors (a killer can usually kill 1 survivor quite easily), and the fact a lot of survivors are altruistic and come back to make saves which I would guess fails more often than it succeeds cause soloQ.
On the flip side, there is the idea that the game isn't over till it's over, and the killer should have a certain amount skill in closing out, but this is of course made a moot point by the EGC slowing while a survivor is downed/hooked, and the fact survivors can 99 gates.
So my gut says 55% gate open rate would feel about right... if the gates couldn't be 99d and regressed when let go, and EGC was a fixed 150s, no slowdown at any points.
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I am not being dismissive or condescending, but I take you it you are not that familiar with many board games, judging by the fact you use Monopoly as a reference point.
Over the last 10 years there has been a huge board game renaissance with the introduction of kickstarter, board games have expanded greatly and become very ambitious and grand projects…
Quite honestly the DBD board game is at the shallow end of this pool, and is actually a pretty simple game. It may have been complex 30 years ago, but now it's considered rather lightweight.
To try and help:
Set up: -
- Pick characters. Don't bother with perks. Take starting bloodpoints.
- All players get the 4 coloured move cards, killer gets the same with the extra wait card.
- Pick map and place matching coloured tokens face down on each space.
- Roll the black dice for each player and place them in the space that matches the rolled symbol.
- Give someone in survivor side the first turn marker.
Gameplay: -
- Survivors go first and talk out loud their plans. Lying is fine, but no secret comms or codes between survivors, the killer must hear everything straight. Each survivor plays a movement card face down in turn order from the first player.
- Killer plays 2 cards face down.
- Starting with first survivor player reveal card and move along designated line.
- Every time anyone moves to a new tile, reveal a token and interact with a token if desired or heal another survivor. Back of player card tells you what you can do.
- Perks can only be used once per turn.
- After all survivors have gone, killer moves, every time moving to a new tile reveal a token and interact with survivors or tokens, or use power (once per turn). Back of player card tells you what each you can do.
- Killer can only injure a survivor once per turn. (No double tapping).
- Both sides can spend bloodpoints to activate perks at the time indicated by each perk.
- End of round pass first turn marker along, take Entity symbol off any hooks, redraw cards and go again.
Game ends when killer gets all sacrifice tokens or survivors repair all generators and open the gate. Typically lasts an hour.
That is literally all there is to it. Feel free to ask if you have any questions. I'll happily answer in more detail.
