UndeddJester
UndeddJester
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One thing I will say in consoles favour, purely from a mental point of view, because you can't play to the same level as you can on a mouse and keyboard, I find I play console with a much more chill mindset.
The goal for me isn't really to win, it's to give the survivors a good chase and try to make a game of if. I tend to go serious for the first half of the game, and if I'm losing I'll knuckle up and start being more brutal... but if i get a DC/SoH, or I'm absolutely crushing a group of bambies, I'll ease off the gas and usually let 1 escape, sometimes 2, or occasionally 3/4 if I'm already gone up a tier on the season.
For some reason being on console doesn't fire the super competative sweaty part of my brain, so if you're not too arsed about going diehard for the win/4k, consoles is actually a little more fun and laid back compared to have to go hard in the paint all the time on PC...
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The game is pretty smooth for consoles on next gen consoles, it's about as good a decent PC. Yeah ofc someone rocking a aircraft carrier in their bedroom will have advantages, but forbthe most part the game is fine on NG consoles.
Last gen consoles have a notable disadvantage ofc, inconsistent frame rates are pretty darn punishing.
Otherwise it's just controller difference, and a pad will never match mouse and keyboard... I played a game on my mates PC (I have issues with my right hand so couldn't play long) and I absolutely threw my head back in laughter at how easy it was to hit a 360ing player vs. What it normally is on console...
The advanced techniques are beyond your reach on console, the fact you can't use your proprioception to help you get those really tight clutch hits on a pad like you can on a mouse makes it so you can't reach the same levels but 95% of the time, pad will serve you fine.
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Has always been a subconscious thing as a new player... but I tend to use it to wave at the killer more often than not xD
... None of them care... they hook me again anyway ๐
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I believe a faster ramp up at the very least is in order...
I've started levelling my Bubba, and thus far I've had DCs nearly every game, even though I don't camp or tunnel.
I slug obviously, as I've lost my last kill to hatch on a couple of occasions, which I am normally chill about, but I want the adept... far as I'm concerned these bots can't come fast enough imo ๐
Regardless a faster ramp up of DC penalties wouldn't go amiss I feel... unless ofc reporting people for obvious kick toys out of pram disconnects actually does anything?
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I'm not as hateful towards basement, it is a location for survivors to be mindful of as a danger location to steer clear of, or run that risk for a potentially game ending scenario... the fear of repairing a gen next to basement is palpable.
However this perk does struggle with the fact that it's an all or nothing type perk.... you either lock down basement, and go really hard on it... or you get no value on this perk...
If I were to suggest a change, make it so this perk activates whenever an survivor runs (not walking or crouching) within ~16-20m radius of the basement, revealing all survivors auras within range for 6s, with a cooldown of 45 secs. This plays into the territorial hunter theme nicely as your "home base" type idea.
This would mean there is a bubble around basement itself that can reveal the aura of survivors, even if survivors aren't going into basement. It still remains a potent basement specific tool sure, but it has use outside of that. Where you effectively have a zone of the map that you don't have to patrol as readily.
It can also provide a potential aura read in chase if you chase towards basement, so it suddenly becomes a decent perk outside of purely basement camping.
This also introduces survivor counter play. You can walk into basement if you suspect it to avoid having your aura revealed (though a dumb teammate can still screw you, and the escape becomes a little more dangerous), or you could even feign a run to basement, break off again to wait it out, before returning for the unhook.
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On Survivor: Tenacity
Nothing makes me smile more than the killer going to slug and I already managed to peace out, now watching them searching for me off in the distance. Very rarely works, but it always makes me laugh when it does xD
On Killer: Surveillance
Not really that underrated, there are perks that are better, I just like the smug feeling of "you took the bait!" ๐
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487443#Comment_3487443
For as long as I can remember there have been bots that simply just stand still and swing for the entirety of the match.
They tend to always be at the lower levels tho, so I haven't seen one in years (man that sounds egotistical af)
So what you're saying is... if I want to go for the RPD, Disturbed Ward and various other survivor Adept achievements... I should ensure that I die every game until I get down to this point before I start burning map offerings ๐ค
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I'm mad impressed by this if its a genuine thing... I play on console cause I have joint problems in my hands that forced me to retire from PC gaming 3 years ago.
I'm hoping one day to get my surgery to fix it, but ofc I've started playing DBD on PS5 instead... being able to sync up and play on either without losing progress (depending on how well I can use my hands) would be amazing ๐ค๐๐ค
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I dunno, I'd prefer all BP bonuses on perks be removed and the rewards from offerings be buffed instead, either by removing the personal tag, or just boosting the numbers by 50% or something.
Means you're taking perks only for their effects, not their farming power. This overall one has to think helps perk usage and performance tracking, and may even see these perks get buffed if their usage plummets.
That said, a flat BP removal with no kickback elsewhere... yeah that sucks.
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Would be nice if there were some way to let my SoloQ teammates know I had it active... but largely I think its fine.
When you get that unhook after max time in a Bubba's face, its priceless.... ๐๐ค
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486779#Comment_3486779
Or if you're going to get the hit either way, use the most fun option. Ambush.
Oh I agree, ambushing is waaaaay more fun. When you do get to mind game at pallet, its amazing... but... if you wanna play optimally, ambush is usually not your best choice, and grabs are the way to go ๐
Unless they're already injured, in which case....
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@nars said:
so done with this nonsense. Not all SWFs are these navy seal monstrosities, those are extremely rare. People need to stop saying they lost to a swf when they get crushed by 4 great solo players.
Oh for sure, you cant use SWFs as an excuse... but... comms does definitely play a role and mess with some killers more than others, and it's pretty destructive to any killer relying on surprise elements.
A strong team of Solos is not helpless by any means, but they ARE less coordinated than the same players in a SWF, and you ignore that at your own risk.
When you're playing someone like Pig where chase is bad and takes a while, where you rely on stealth to close the gap before the chase begins... someone calling where you are going/are after a hook totally kills your stealth approach... I've really noticed the difference when playing SoloQ (players load in to lobby 1 at a time) vs. SWF (all at once).
Now you can get builds to deal with this, I'm actually planning to get the Knight next so I can get his perk Nowhere to Hide to deal with survivors pre-emptively ditching gens as I arrive and hiding round corners, combined with Enduring so I can be greedy on pallets and commit without much penalty, however the point is vs. a SWF, you MUST respect snd factor in their greater coordination, or you're gonna get rolled.
Ofc, if you're playing the big chase killers, comms is less of a factor. If you're able to find and down within 30 seconds, great, but if you're taking 45 seconds, a minute or more, vs. Solos the natural uncoordinated solo gameplay is not necessarily a huge problem... but vs. A SWF, that is death.
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The one thing you have to be really wary of as a console Killer is survivors trying to spin you. You don't have the turn arc to be able to handle it when it happens most of the time.
Over time you'll get used to the points in chase where people try to spin you, and if you ARE getting spun, try easing off your forward direction as you get close to that distance and when they start to spin, stop. They will walk back into you for a free hit.
This won't work every time, but if you have a spinner who does it, it'll unsettle them and make them less likely to try it.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486057#Comment_3486057
Perhaps it should. But i'm considering the effects on the whole community, not just me.
I firmly believe the horror stories posted here and elsewhere about the veteran killer stomping rookie survs, or the brand new killer being rolled by a very good team, are both a result of the blasted dodging and resultant backfilling.
One of the recent surveys asked the community whether they'd prefer faster queues or quality matchmaking, and overwhelming chose queue times.
Sadly we are actively doing it to ourselves, knowing it'll happen. And for what? Easier games? "Fairer" games?
I keep laughing at how as a newbie console killer I seem to get fed to SWFs and high level players a lot now. More often than not players have way more hours than me, where even just a single player in that team has over 10 times my hours played. I thought I was doing well, but yikes xD
I've now started taking more of a play my own game as Killer approach. Almost like I'm filling a role in movie or something.
I no longer look at kills, and just try to get as many chases/hits/downs/hooks as I can. I now try and chase that 10xMe player to try and improve... but I'm probably looking at 4 gens for 1 hook... this wizard seems to somehow find speed from nowhere xD
It's hard to call it fun... but I'm finding it really dumbfounding thar this is the level of player I'm being matched with xD
Anyway point is, I see the players in the lobby, and I never dodge... and I get slapped pretty hard for it... the core problem is just how much of a skill ceiling this game has, and if you go vs. A player better than you... boy you really feel it... DCers are scumbags, but the queues fill so fast, I'm not too bent out of shape by dodgers.
Dont get me wrong, I don't condone dodging... but... I do understand ๐
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That's a big wall of text my dude. To sum up a TLDR: -
- SWFs survive a lot more often than solo queue because of the comms advantage. This means higher MMR means more SWFs.
- As MMR goes up, this means better skilled killers are always playing vs. Groups with comms that are faster at everything, so now has to start using their group altruism against them by tunneling and camping.
- Over time this translates to all survivors are constantly going up against tunneling, camping Nurse's and alike, because anything other than that means the killer loses more often than not.
- SWFs ruin the game for all by having comms tipping the balance heavily in Survivor favour, forcing killers to use the most effective and nasty strategies to keep up.
- To prevent this, instead of allowing 4 man highly organised SWFs in queue, have each group limited to 2 players. You still can play with your friends, but in a limited capacity. This means no team has perfect comms, so the killers don't have to rely on camping and tunneling to remain effective, and thus makes the game far more balanced and fun for everyone.
(Do correct me if I got anything wrong)
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482796#Comment_3482796
I get a lot of mileage out of Ambush on Pig. You need to use it from a stealth scenario, not at a loop. Most loops, unless they completely obscure the survivors view, won't be cleared with an Ambush, even if it had a shorter charge/cooldown.
Ambush from around a corner before the survivor is aware, basically counters any form of 'hold w', you can hit them before they get a chance to gain any ground from running away, and before they get to a loop in the first place.
Well, if you're genuinely sneaking up on survivors, you shouldn't be ambushing, for the simple reason if you time it right you don't get your TR as you stand up, and potentially get a grab off of a gen or totem.
If they stand up and miss the grab, you still get a m1, but you have the potential to get 2 health states. If you ambush instead, you are guaranteeing you only get 1 health state, and giving a warning to survivors that may result in you being dodged.
Ambush is only genuinely the best choice when you're mindgaming at pallet, and the survivor isn't w-ing away, and you force them to take a 50/50. Experienced survivors don't bother waiting at pallets, they just run away the moment the Pig crouches to the next loops cause she's now slow and can't keep up.
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@CamperSluggerVillain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486077#Comment_3486077
we have the endgame collapse for that
What do you mean? The killer finding hatch is what triggers end game collapse?
The point of hatch is to make it so that it ain't over until it's over. 1 survivor with 3 gens left, or both gates spawning in close proximity to one another is a guaranteed survivor loss? Why still keep playing and trying to escape if you're guaranteed to lose?
Admittedly hatch is not perfect but at least the survivor is running around trying to find it... instead of giving up entirely and sitting in a corner/locker until the crows get them...
Unless you want basekit sole survivor or something?
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If you want to be so selfish, childish and pathetic by kicking your toys out of the pram to leave your fellow survivors to take on whatever you're dodging with only bots, you should at the very least be man enough to eat your ban.
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@CrusaderNella said:
It sounds like a good idea, but it can perhaps be a bit broken.
I'm not saying that as a knee jerk reaction. Lets give an example, Overwhelming Presance.
It works within your terror radius, so while the zombie is wandering around, survivors in the area have their item charges drain fast. So Med Kits and Tool Boxes will deplete fast. And the only way to kill a zombie is to waste a pallet.
Though, I suppose it is a very interestin idea, but it needs to be done right with the proper balance restrictions.
Could Nemmy perhaps be the first killer that actually gets value out of that perk? ๐ค
I can see it now... You start healing and a zombie wanders near and consumes part of your medkit so you can't heal to 100% anymore...
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@Frogsplosion said:
buffing decisive will just make slugging the most efficient way to play
Eh, I'm in the camp that a slugging killer is better than a tunneling one, at least the killer is chasing other survivors and having to make some kind of value assessment. Tunneling is just boring, for everyone. Killers don't like having to do it, and Survivors certainly don't like enduring it.
When as a survivor when you get face camped and hardcore tunnelled, having at least the threat of a huge stun would be something.... And the joy of a face camping Bubba getting hit with a Deliverance/Basekit Borrowed time/Dead Hard/Decisive Strike combo as 5 gens pop around him is just glorious.
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You might be here for chase... I'm here for murder ๐
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484906#Comment_3484906
The 3-gen concern is more that the bot will avoid the terror radius and do the other 4 gens first. So you won't get much chance to use things like potential energy to try and break the 3-gen.
Bots can't really coordinate or strategize when in the 3-gen situation either, so once the killer turns around the bot is likely to wait until the terror radius fades before going back, where the correct play is to pressure the gen immediately. Depending on the map, the bot might not even enter the 3 gen area at all because of the TR.
You also have the problem that the bot isn't going to realize or understand to leave the 3-gen area, so they're likely to try and loop there or just walk around the edge of the map nearby. Probably going to get themselves hooked in the 3-gen as well.
I get your point, but you're taking the worst case scenario with a bot and comparing it to the best case scenario of the 3 players with no bot.
So our worst case is assuming that a killer won't go for a 3 gen themselves and the 3 gen will occur naturally as part of the bots behaviour.
The scenario you describe is possible, but the best case for 3 players to win, is the killer has to ignore the other 2 survivors for ages, while 1 loops then like a God. This ofc usually won't happen, and instead you'll spend most of the game saving each other and not doing gens.
The actual issue is the DC, thats why I keep advocating for stronger ban hammering of these selfish losers. 10 minutes at base seems fine to seriously crimp people doing it.
Thing is, what do we do after a DC has already occured? I'd rather have 3 players and a bot idiotically creating a 3 gen, than just 3 players flat and spend the whole game burning a slow death by way of the chain of survivor getting hooked, unhooked, healed, and get to touch a gen for maybe 5 seconds before having to for the next save/unhook.
If you get more that 2 gens done with 3 players, you're doing really well. I'd happily take a 3 gen setup with a dumbass bot, than a 6 gen where I spend all my time running around the map unhooking/healing, and trying not to get slugged. At least I have a "chance" to win with a bot.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484771#Comment_3484771
I listed several ways this system can be worse than an empty seat. The entire argument isn't about just reducing disconnects, so I'm not sure why you seem focused on only that. (Except that that's an easy straw man for a long winded post)
Bots make 3 gens worse because they can't strategize, bots can and will get stuck and will eventually soft lock games, it leads to abuse and griefing potential. I'm not gonna list it all again if you didn't read it the first time.
I get that I'm the only one concerned here, and I already said that. I was hoping BHVR might possibly see some flaws in their system, especially since they overlooked the glaringly obvious situation where all 4 survivors disconnect in a match. That's a pretty big oversight that isn't hard to predict, and there's nothing in place (as of the PTB) to prevent the killer from being stranded in that game.
This seems incredibly poorly thought out for such a large game change.
I don't think i agree with your 3 gen assessment... I think I'd prefer a dumb ass bot who keeps running back and forth to tap a 3 gen generator over a DC icon... just the threat of it is powerful in of itself Hell even if a survivor sits in a corner of the map while dead on hook, they are being more useful than being dead based on what they MIGHT be doing.
Having a bot does increase the chance you'll lose.... but not as badly as DC... as the Killer can quite happily secure their 3 gen easier vs. 3 players because that is one less hand to help in healing/pulling off hooks.
The increase in DCs may be a factor... but as I've stated in other threads, I'm very much of the mind that DC's and suiciders on first hook should be tracked and face stronger bans the level of being sent to the shadow realm. Would anyone miss them? ๐
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Your biggest problem with a killer bot is being a killer is far more involved from a bot point of view than a survivor.
As a survivor your game is a relatively simple one. Your immediate goal is to keep yourself alive, in chase your skill test as a survivor is "What is my best option to stay alive right now?". There are a lot of high level thought and skill to apply to this ofc, but at it's core, it's a simple question. To sum up your game as survivor: if the killer is in range, run and keep yourself alive. If not then do a generator. If a player gets hooked, have one (maybe two) players to go pull off hook, heal, then return to the original plan. This, as simple as it is, if every survivor sticks to it and does reasonably well at staying alive vs. the killer, is pretty much your route to victory.
As a killer your game is far more complex. Your goal is to keep all 4 survivors away from doing gens and down/hook them 3 times each before they succeed in repairing them all. Of course, it's not possible to keep 4 survivors off gens at the same time while also trying to down and hook them, so it's a constant game of questions and risk management. How skilled is this survivor compared to me? Are there a lot of strong loops/pallets/windows nearby? Even weak ones ones, do I need to mind game or can I chase in bloodlust and catch up? Either way, can you catch this survivor in a reasonable time? Have you committed for too long? Does my Killer power swing this in my favour, and how? I secured that hook, where are the other survivors now and what are they doing? Do I camp this hook and catch someone coming in? Do I defend my gens, and if so which gens are more important? How many gens have been done, and which gens are important for me to defend right now? How long have survivors likely been on them? Can I make it there in time, or is it gonna pop before I arrive? Is that still worth it if I can find and start chasing someone else? Who is closer to being dead on hook, therefore is a bigger problem for survivors if their team does nothing help them stay alive?
Survivor bots work, because their simple game plan is actually reasonably effective. A simple game plan for killer, as in run at gens, and chase who you see... is a really bad plan that will lose the game easily.
Killer bots would have to do what a lot of games do, and subvert a large number of game mechanics to simplify their behaviour to mitigate a lot of these questions and cripple the ability to run the killer bot around while everyone else gen rushes, e.g.: -
- Pretty much to give them wall hacks/omnipotence so they can always find survivors and always get into chase quickly, and also slug if a survivor is hanging about for a pallet/flashlight save.
- Have them be pretty darned deadly in reading and pathing loops and avoiding pallet stuns (basically being scripters).
- Have complete knowledge of gen states (and likely a web of nearby gens to ensure they pose some level of understanding of defence priority), prioritising those gens that are in the middle of the map to try and ensure a decent 3 gen set up.
On top of that, you have to tweak each AI with relation to the killer they are playing and what their add-ons are. Killer bots would be a nightmare to create without making them a complete putz that just gets bumrushed constantly... to the point you would have to make them busted as hell just to even try and keep up. It'd be cool if they could do it effectively... but you have to acknowledge the difficulty and feasibility of doing so.
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Hmmm... this has an issue with players body blocking the hook. It takes skill and timing to do, but this makes doing that waaaaaaaay stronger for survivors.
Adding this means a killer is better off slugging, because you can't risk someone coming up to mess with your hook.
Between watching for flashlight angles, looking out for pallet saves, body blocking, saboing your hook, DS vs. Tunneling, etc, this becomes a little too stacked against the killer
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To anyone advocating for no DC penalty now bots are gonna be a thing:
We can't have bot killers, cause who wants to play vs. A bot killer? So when a killer gets looped to death, 1 hook, dabbed on, teabagged and alike, are you against the killer DCing?
If your answer is yes, the you have no argument for survivors leaving "cause they don't wanna play'.
If your answer is no, have you ever been on the cusp of an achievement or tricky tome challenge that required you to escape, just for the killer to DC and rob you of that completed entry? Would you say that is fine and part of the game?
No? Then stop asking.
DCers are childish scumbags who should expect a paddling, not a slap on the wrist like they currently are. If you don't wanna commit to the game, dont queue. That simple.
Regarding the suicide on hook argument, it's not unreasonable, but regularly receiving multiple reports for suicide on hook should warrant a heavy ban in of itself. Add sub options to the reporting options and have this as an option. Too many of these unsportsmanlike -> suicide on hook reports? Hefty ban.
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It's one of those evils one must endure sadly.
The difference is strong, you can see it with the confusion playing soloQ yourself. Who's going to go for the save off hook? Who is going to stay on gens? Where the hell is bloody devour hope hex totem? Why is our wounded dead on hook Kate going in to try and unhook instead of hiding in a corner? All these minor moments accumulate to a great reduction in team efficiency from a solo Q team...
I play Pig as my main, and the power I gain off of surprising survivors on gens is massive, it's not uncommon to get a straight grab vs. Solo players... with SWF callouts I turn up to gens and see no one 90% of the time. No scratches, no movement, nothing. I kick, use my senses and loop around, see noone again, but the gen has been tapped, I KNOW they are nearby, but I cant work out where...
I chase a decent looper for 40 seconds and a gen that was barely 20% suddenly pops when all 3 hop out of hiding spot and rush it at the same time. I have to spend longer to check for flash angles on pick ups and people looking for pallet stuns constantly, and SWFs can hide so much better, cause they don't actually need LOS to time their stuff.
It's all waaaaay harder to deal with, and yeah if you don't tunnel, or camp, or bring the nastiest of sweaty meta perks, SWFs, even bad ones are gonna have a decent chance to smash you. I'm also convinced the MMR is an average. The number of times lately I've seen 3 people at low level with 1 god tier survivor that can make me look like an ass with ease and cause me no ends of problems is unreal.
The difference is bonkers, but at least its an opportunity to assess where you can improve, and ultimately each rear end reaming lowers your mmr to start being able to play a little more chill again. You can't really get rid of SWFs, cause the soloQ experience would be too brutal for anyone to want play survivor... so we kinda just have to ensure it really, and try not to get too tilted ๐
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Being blind isn't really a big deal with a semi decent headset, just listen carefully and walk through the blind to continue the chase.
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Seems these are both considered variants of lunge attacks rather than special attacks, and I think you may right they might have been missed in patch 6.1.0.
It might be intentional, as they are both extended lunge attacks, but it seems odd they used to match the lunge cooldown, but don't any more...
Regarding buffing them, kinda hoping to see Pig get a little more chase power, in whatever form that takes. It's not been an uncommon idea to just buff all her ambush numbers; crouch speed, crouch movement, ambush charge speed, ambush movement speed/distance... this would likely be accepted in that buff as well...
Sadly was not here for Demo, so can't say I know really anything about him... though this change seems largely inconsequential to him too.
But yeas, I think several people agree the Pig needs a
nerfbuff. -
Really wish they'd just make these addons closer to modern Mori's so there is less annoyance on survivors and this achievement isn't so dire... then we could finally see some buffs on Myers base kit.
I refuse to attempt it until bots are in. The need to win, lockers and hatch are already bad enough to block you, getting a DC is just pain ๐ฎโ๐จ
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481373#Comment_3481373
one day they might revert nerf to dh to be normal exhaustion again, but it might best perk again. so not sure. i don't mind playing vs dh. its more that facing 4 dh and only dh is kinda boring as killer. low perk variety.
Just to be clear, you do know exactly what I'm suggesting? I'm most certainly not advocating for old DH to come back ๐
- Keep DH with the unhook requirement (so you only get 2 blocks a game)
- Keep the trigger of exhaustion (as ot does already)
- Only deactivate the perk when it blocks a hit (it currently deactivates, even if the Killer misses).
Ofc this does have the effect if the Killer does bait it out, that's a guaranteed tunnel to make sure you go down without getting DH back... but that's a reasonable trade off no? ๐
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With how niche a use it has now, yeah, it should have its old stun back. The 5s stun would actually make it THE anti tunnel perk, and really punish killers that do it.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481364#Comment_3481364
that is counter-play though. if you know someone has dh, you can purposely swing and miss to make them waste it.
You still have the counter play, cause they get exhausted, and can't DH again.
As I say, you're probably not gonna get it back anyway cause you're likely gonna be downed and hooked after its been baited out, but just flat losing the perk when the killer literally just missed is a little harsh.
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I dunno, I've been running dead hard as my only exhaustion perk, and it still feels reasonably powerful. What's nice about it is because EVERYONE isn't running it, you can actually genuinely catch the killer off guard, instead of having this awkward wait every time where the killer is trying to bait it out.
This equates to at least 1 free health state in chase, or 2 if you use it correctly, which certainly shouldn't be scoffed at, and you can get it reliably unless you are literally left by your team to die on hook.
The one thing I would like, is if I use Dead Hard and the killer whiffs their attack through bad aim/timing or intentionally, sure give me the exhausted effect, but don't deactivate the perk until I take a hit.... chances are I'm probably gonna lose it anyway from being hooked, but if I DO escape and rebuild my exhaustion, it'd be nice to still have it.
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Personally I'd prefer the BP offerings just be stronger and/or remove the personal tag and share it/stack with the whole team like the terrormisu's do.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480505#Comment_3480505
I'd rather be able to se everyone's perks in game, than no one's perks because everyone has theirs set to 'hidden' just in case they get lobby dodged.
This is just as good to be fair. Lobby version I feel would be more beneficial for new players and players who aren't... you know... a-holes... few less experienced players woukd actually stop and check the menu to see what people are running.
Plus in a game where second matter, this would be a minor annoyance.
The issue is of course the pansies who would dodge cause someone isn't taking meta, we all know that would be a thing...
So why not both? Lobby version that offers a hide option. In game version that is seen regardless.
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Being able to see ally perks would be a big one.
Currently you have no clue what perks your team is running, so you step on each others toes a lot, messing up the value of Deliverance, not following the Prove Thyself player to a gen, being totally oblivious of ally broken effects until you notice the broken symbol appear after you unhook them, etc, etc.
Just knowing what your ally's have would make a huge difference to bridging the gap between swfs and solo players.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478258#Comment_3478258
This would work. I'd like to see that tested.
We could also not have lobbies at all, just load into the trial directly. No lobby shopping means their MMR system would have its best shot at fair-ish matchmaking. That would also prevent the last second surv swapping bs too.
The only solid argument I can see for showing loadouts in the lobby is for trying to synergize builds, something comms already can make happen. But I do see the likely risk of even more dodging.
A remedy for that is to have people who lobby dodge to be put into increasing lower queue priority.
Though I'm starting to think I have a rather authoritarian approach to community management... xD
A less aggressive approach would be to have sharing your load out as being optional, so players don't HAVE to share their perks, but they can if they want to try and synergise with their team more.
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@nars said:
Giving him unlimited knives discourages skill. Just spray spray spray spray spray, no need to aim because theres no consequences. Huntress I could maybe understand, because she is super punished for missing each one. But not trickster.
The main event rework sounds clunky and unfair too. You didnt provide any cooldown or limitations on how much he could proc it. Just open a locker, and you can activate main event within 15 seconds. Right now main event rewards landing your knives with a burst of lethality, this rework would take away that design philosophy and replace it with something worse imo.
My trickster rework idea goes like this:
- Is now 4.6m/s
- Main event is no longer time gated to activate but takes longer to charge, like 20% more
- Now takes 5 knives to down instead of 6
Not played him myself, but watching others play him, the 30s activation window on Main Event always seemed pretty harsh to me... the number of times I saw people desperately looking for someone to use Main Event on and spending it throwing knives at the air makes him look... pretty frustrating to play :/
Also feel his kunai hits never looked great... it's like slowly chipping someone down, so you never get a nice satisfying meaty chunk when you hit someone.
I'd like it more if he had a throw rate at ~0.4, but threw 3 kunai at a time in a narrow fan. If you hit dead centre, you'll get all 3 to hit, good shots will get you get 2 hits, clips only get 1. If nothing else, it'd be a cool add on, but when you get that 3 hit meat shot, it'd feel satisfying AF.
Combine that with your Main Event suggestion, you'd feel like you have some cool variety to your gameplay.
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https://www.youtube.com/watch?v=pXnTZaqV8tI&t=283s
Why?
Why not?
Why... why... why not?
Why are you speaking to me like I'm the crazy one?
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479668#Comment_3479668
It wasn't that ha ha. I've been playing on console for a long time and it's only happened now because I dropped my controller and it managed to land exactly on the right joystick...
Oh... well... that'll do it xD
I know that Trickster on controller has significantly lower recoil compared to mouse to compensate for the natural difficulties aiming.
I wouldn't be against the option perce', however I'm not sure auto aim will help so much.... As a console player myself I actually find myself always turning off auto aim most of the time, cause my brain can't seem to assimilate it, and it tends to drag my aim away from where I actually want to hit (in games where headshots count, being dragged to centre mass is damned annoying)... I also despise it cause I've seen the unbelievable aim bot style hits I've taken on console that would NEVER had been hit, even on PC xD
DbD is a bit of a special beast though, headshots aren't a factor, instead the Trickster is trying to hit things trying to slip behind terrain... The concern for me is would auto aim here also try to drag me to centre mass and cause me to hit into the wall or the centre of a pallet, instead of the half of the character still visible to me? There is a kind of auto aim on the melee apparently. It's not a gameplay thing, merely a mechanic to make hits look better on both players screens, but I have had a few cases of the aim correction on melee attacks dragging me into door frames and missing. It is rare, not enough to really complain about, but this is what I would fear having aim assist on throwing attacks :D
That said, I've played Huntress, but I haven't had a go at Trickster myself yet, I'm also aware he is one of the harder killers to play as well... as maybe this scenario I'm highlighting is a rare occurance that the general benefit would outweigh it ๐ค
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You're not wrong.
Myers and his addons are from a time in the game where Mori's could just down and execute survivors immediately. They later changed it to 1 hook, and finally to the dead on hook we have now.
There are Myers threads out the wazoo outcryimg for changes, but I guess there are other elements of the game that are taking priority right now.
In the meantime, if you suspect a Myers is using it, bear in mind that sitting in lockers is a way to avoid getting executed.
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@mikewelk said:
I used to main him but controller drift said hello and won't leave. Just made him impossible to use even when the drift was minor.
A little too late, but as a tip for that, buy some alcoholic wipes and wipe down your controller after you use it, especially if your hands are sweaty.
What causes stick drift is the gunk of dead skin and sweat accumulating around the sticks then falling in the controller and getting under the sensors. So make sure you turn the sticks all the way to each edge and keep them clean.
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479254#Comment_3479254
It's 3%... I'm sorry you're not gonna get me to feel bad for killers over 3%.. on top of that survivors are at a disadvantage when they are injured. So mft is a high risk good reward perk. Killer got a m1 ,m2(with addons),bloodlust and baskit buffs.you have more than enough to counter any survivor. So back to what I said you might just suck and instead of excepting that killers like your self play victim. Survivors for the most part aren't that good at the game. Most of us don't even survive our matches. So when does it stop being survivors are op and its starts being I'm not that good at killer
If you say so dude. I could argue that MFT comes for free after you lose your first chase every single time. There is no "risk"...
However if you can't understand relative speeds, then there is no point arguing with you. Hold onto your 3% argument and tell me I suck instead of engaging in the debate.
P.S. I'm not a killer main, I 50/50 survivor and killer, but label me with a particular crowd too to devalue my point as biased argument.
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Counter Hot Take:
Bloodlust is a mechanic to allow killers who are not as strong in chase as the top tier chase killers, still have a presence in the game. How many times do you see Blights, Nurses, Onis, Weskers, Spirits enter bloodlust compared to Pigs, Myers, Trapper, Doctors or Hags?
Bloodlust is lost completely whenever a survivor takes a hit, or breaks a pallet, or if you can drop from chase using stuns and successful mind games to make distance.
I would argue that DbD devs expect players to fear killers and for chases to wrap up within a certain time frame more often than not, and any time you buy over that is considered a win. If you manage to loop the killer for 1 minute and 10 seconds for them to reach BL3 twice and down you, you've done an amazing job... you still got caught, but that is a win for you by any metric.
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As someone who likes to run goofy builds, and is not very good in chase... this sounds horrible to me xD
Nah in seriousness, it's a cool thought process, but I think the one flaw here is this favours killers who are strong in chase, and bloodlust will naturally feel pretty cheap to survivors.
You could disable blood lust ofc course, but again your stealth killers and your m1 killers will naturally be disadvantaged compared to their faster counterparts. Hatch in its current form does at least mean your chosen build/killer doesn't matter as much.
I agree with the premise though... it would be nice if in chase a survivor has some kind of indicator to give a vague direction where the hatch is to at least try and survive the encounter instead of just looping blindly... but I guess that's why you take Left Behind ๐
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479191#Comment_3479191
I am biased.... so what .. its only 3%๐คท๐ฟโโ๏ธ๐คท๐ฟโโ๏ธ
It's not just 3%.
It's 3% on top of the survivors base speed, which is 4.0m/s. This means the survivor is now at 4.12 m/s.
Your average killer is 4.6 m/s, which is 15% more than the survivors base speed.
This means your relative gain on the killers speed is actually 20% (0.12 / 0.6 = 0.2), and speed translates to distance. So the further you are from the killer when you start running, the more distance you're gonna make up when the killer chases you.
A lot of people say that killer bloodlust is unfair, each proc the killers get a 0.2m/s speed boost. Compared to the survivor base speed, each tier of bloodlust is a 5% boost. That means the killer relative gain vs. their normal speed boost over the survivor is 33%.
Here's the difference, a survivor has a smaller hit box and can hug around structures easier. They have windows and pallets to give paths the killer can't take as efficiently... and the killers lose ALL bloodlust if they hit a survivor, or break a pallet.
MFT does not stop working... ever... it makes it easier to reach pallets, it makes looping around pallet structures easier because it amplifies the benefits of smaller hitboxes and the strength of vaulting pallets, it forces the killer to break pallets more often to break the loop, thus forcing them to lose bloodlust and have to build it up again more often. Then you get the problem of body blocking, protection hits, and the fact the protector can have MFT as well, just exaggerating the problem further.
What do all the weak chase killers have in common? No built in mechanism to deal with pallets and windows othercthan mind games. The strong chasers ignore pallets and donetimes windows. Bloodlust is a mechanic that helps weak chase killers catch up. The strongest killer characters don't really need it, as they have good chase already.
Conclusion: MFT hurts the killers that already struggle in chase as is. If you want everyone to play Wesker, Blight, Spirit, Nurse and alike, by all means keep it. However don't complain when this is all you face, cause MFT ensures it.
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I do see where the OP is coming from. I'm equal Killer/Survivor. The fact this perk just straights eliminates flashlights, flashbangs and firecrackers from the game is not the best.
Looking at the history of Lightborn, it did used to be a resistance and reduced blind duration that got progressively buffed over time to full on immunity.
This I understand was largely due to big issues with bully squads, and back in the day the pickup animations were longer, and you didn't need to wait for the killer to stand up, just blinding them during pickup was enough for the save.
I don't think the pre immunity variant of Lightborn would be bad now that pickups are faster and saves must be on standup. Just the fact you mess with the timing makes a flashlight save much harder to pull off.
If other sources of blind still happened but with the reduced blind time, would also mean firecrackers, flash grenade and the Gen Trap could still do something vs. This perk, and since they are far more positionally dependent they would be fair I feel.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478482#Comment_3478482
Yeah, but those resources are limited.
This would be massive buff to add-on that really doesn't need it. Just so achievement is easier. I don't really consider that a good reason.
I would rather change achievement than game mechanic, if you think it's that bad.
I already have it and had to wait in front of locker for almost 30 min...
Ha! That's one way to do it xD
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@durag_demon1 said:
It's funny seeing killers complain about mft... when most survivors aren't even that good and die with in seconds of being chase( me included).. its 3% if youโre losing to that.. then you might just suck๐คท๐ฟโโ๏ธ๐คท๐ฟโโ๏ธ๐คท๐ฟโโ๏ธ
You do realise you are defending the strength of this perk by saying most players are not good enough to use it?
You have heard of Nurse right? Did you agree with all the Killers saying that Nurse was fine because she is hard? Clearly there is an issue here.
Nurse has one of the lowest kill rates in the game... but in the right hands she is a monster, and has had to be nerfed repeatedly to where she is now.
MFT is the survivor equivalent. In a bad players hands the perk basically does nothing, just like your baby Nurses getting 1 or 0 hooks and a 4 escape... but in a competant players hands it's very strong, and in the best players hands, it's basically untouchable.

