VantablackPharaoh91
VantablackPharaoh91
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@Seraphor said:
I found the game booted me out of a match just as I was about to win relatively often during 2v8, with no matchmaking penalty.
Was definitely suspicious as it didn't once happen mid-game, always when it was down to the last 1/2 survivors and they were caught out positioned.
Again, blame the Free Weekend. BHVR really should just stop doing them, or give out a limited number of accounts that get offered for people instead. Being able to make as many as you want is out of control and too much power, and ALWAYS without fail leads to an influx of cheaters.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782242#Comment_3782242
I'm chiming in to say this: If Killers are not allowed to have permanent aura read on anything because "it's too easy, go develop a gamesense", why should Survivors be allowed it?
Killers have been allowed this. Aura reading got a massive powercreep on the killer side, which is why forum killers are also having an aneurism about Distortion.
But also, killer aura reading and WoO are drastically different. WoO is survivor vs. other survivors and RNG. Killer aura reading is vs. survivors, as it specifically undoes skillful play by survivors.
The rage against WoO is mostly killers feeling entitled to the game's RNG winning things for them. The problem with killer aura reading is that survivors don't get a chance to make plays.
All an aura is, is a highlight of something in the round. It is different colors based on what the thing is - objective, blocked object, player, etc. A perk that does this is an aura read perk. WoO is an aura read perk. The aura reading is just on pallets and vaults. Deja vu is also classed as aura read. It's aura reading on gens.
Aura perks aren't restricted to the narrow definition of "shows the other player(s)". If it highlights things for you, it's an Aura perk. It shows auras of something.
Nobody is out here "having an aneurysm" about WoO, do you see anyone here that upset about it? No. What IS here, is frustration with the perk. And the frustration with WoO comes because of its use on pallet-dense maps that create unfair looping scenarios for some Killers and make chases really, really unfun and boring because they are predictable. It has absolutely nothing at all to do with "Entitled Killer rage" and saying so is really, really disingenuous and biased. Saying stuff like that only increases us vs. them, and it really makes you sound very much like an entitled Survivor-only player, and I beg you to reconsider if that's not the case and you actually have played Killer.
If you have not played Killer, I don't know if you're really qualified to comment on what is or is not too much information for Killers. Because I promise you - as someone who plays both sides, I can and do often outplay even full aura read builds on Killers. Without Distortion. All it requires is a little gamesense to know the Killer is playing with aura read, and you can play into that by knowing that you need to play more carefully. In fact I was running Kitsune Yui (a very obvious skin) tonight and managed to handle two different full Aura Huntresses just fine, and escape. It's really not hard to counter even full on aura read.
Aura reading isn't get out of jail free, all it does is keep chase going and prevent ratting from Survivors. I'm not even trying to be mean here - if you really can't handle Killer aura reading as Survivor to the point you "don't get a chance to make plays", it really is just a skill issue at that point and I genuinely don't know what to say.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782488#Comment_3782488
When I say separate, I mean each mode has their own MMR. You still gain and lose MMR in 2v8.
The devs have confirmed multiple times before that this is how it works in this queue.
Source?
No. No you don't. Literally no you don't? State evidence that you do, since you made the claim first.
As for a source on the Devs' statements, go search for it. I'm not going to dig through multiple threads to answer something the Devs have stated several times. I'm pretty sure someone has posted it already in a different thread anyway when people started asking "Hey is MMR broken or messed up in 2v8 for anyone else? This feels too easy." It should not be hard to find, it was a few weeks ago…
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@Ayodam said:
Damn, the dust hasn’t even settled on Distortion’s nerf and y'all are already on to the next. Lol
I feel like Distortion complaints have been a thing at least since aura read has been a thing…
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782458#Comment_3782458
I have no idea what you are talking about. 1v4 and 2v8 used exactly the same matchmaking system. Only difference was that they had separate MMR.
That's… what I was referring to?
They had separate MMR because 2v8 was put in the mode, event, and modifier queue. In that queue, gaining and losing MMR doesn't happen. Whatever MMR you are at when you play a Killer in that queue, you stay there. The devs have confirmed multiple times before that this is how it works in this queue. That is why it feels good, because MMR range is wider because there is no gain or loss happening, so the MMR can actually work properly.
In normal 1v4, you can gain and lose MMR. You gain faster than you lose it, so you boost yourself faster, so you end up with more aggro sweaty opponents quickly. This is why it feels bad, because your MMR gains faster than it's lost so if you end up to a place you can't handle you're stuck for some time. It also means you can be trapped in the baby levels for a while with less skilled players, getting your butt handed to you because say… your team is three sub 100 Hour Megs.
I really don't know how else to explain this in a simpler or easier to understand way.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782262#Comment_3782262
Besides all your sarcasm, I indeed think killers should consider the fun for their opponent in some situations (survivors should so too, don't get me wrong). If the killer mobbed the floor with the survivors, and earned many many points with them, then (extended) slugging the 4k can be very unnecessary. You already proved you are clearly better than the survivors, no need to rub it in their face by being extra sweaty to guarantee a meaningless 4k. It's just an ego thing as this point.
So if you are not required by some daily or challenge to slug to find the last, pls put back your ego, hook the second to last and take the gamble for hatch. Hatch escape is still a crushing win for the killer, what more do you want?
Unironically, if the game would be changed somehow to always let the last survivor out, it would effectively remove slugging for 4k entirely. If one surv is guaranteed to get out, killers won't need to use tactics for "ultimate defeat".
I agree with everything you said basically.
I just wish the game rewarded us for doing it.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782214#Comment_3782214
i dislike playing vs billy because of his ability return to hooks and proxy camp →tunnel survivors out of the game. i don't have a problem with his chase. billy is like pre-nerfed blight. strong chase but oppressive proxy camping →tunnel out of the game. old billy had same issue. it is why he was originally nerfed and even rate to be strongest killer in the game at one point.
This is really my only issue with Hillbilly, Blight, Nurse, and even Huntress and Slinger - they can proxy camp in a way no other Killers really can and it's obnoxious, because now it's getting Hook timers lengthened to prevent it, which affects everyone solely because of a handful of players playing another handful of Killers in an obnoxious way just to be obnoxious.
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@WolfyWood said:
Seems like another Blight scenario where if the player is above average it's fine but the exceptional players are just a slog to engage with.
So wait, you're mad that a Killer that is strong and maybe a bit overtuned is a problem if someone is very good at the Killer?
… why? Why is being good at a strong Killer an issue? What's wrong with someone being a very good Hillbilly? I don't mean to imply anything, but this kind of sounds like you're really overly focused on being able to win and upset that it's much harder to handle Hillbilly anymore.
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@SweetbutaPsycho said:
feel like there are more hackers around again. Had a guy that I hooked fly out through the exit gate and afterwards ddos the server when all survivors were out so I didnt get any points. I know thats what they did cause they added me afterwards on steam to boast about it. Still find it weird that anticheat apprently doesnt give a damn about this stuff
There probably are, we did just have a free weekend.
I think at this point BHVR needs to never do Free Weekends again. Ever. Because we always get an influx of hackers when they do. These sorts of hackers usually "win" so much they end up concentrated at super high MMR, or else they are concentrated at super low MMR with brand new accounts (because all their old ones keep being banned, so they just buy new ones and use them to crap on new players, as happened to me in one of my first Ghostface rounds ever). I have also had the dDOS hack done on me suspiciously the SECOND I caught and hooked a Vittorio and was starting to get my snowball going on the Game, again as Ghostface. This was probably about a year ago, it's a known old hack that keeps perennially coming back. Yes I got no points, yes it gave me the penalty (but it was only like 10 seconds because I generally don't DC from rounds on purpose, so joke's on them).
Imagine being so bad at this silly slasher tag game, you need to hack and cheat to get anywhere.
And @Beaburd yes, that's 100% a hack. Some hacking software can always reveal through Undetectable. Stretched Rez no longer exists and hasn't for a very long time. I've experienced it as Ghostface. Good on you for reporting. If you see it again, please clip it and send it to BHVR. -
I think the issue is that Survivors by nature tend to win less because the game, being a horror game, is inherently more Killer-sided and SHOULD be that way. Because it's a horror game according to the Devs.
The problem is, some Survivor Mains do not like this and believe they should be AS POWERFUL as the Killer to be on equal ground, probably because in the past they were, when it was balanced at 50/50. But as the game grew more competetive, Killers either had to adapt or be content with scraps. It got so bad that Survivors grew used to winning a lot and Killers started to leave… until the big 6.1 change made Killer feel better. That made Survivors who really were super comp and wanted to win super hard quite bitter, because now they couldn't win as hard. And now that BHVR is helping Killer feel even better again, those old scars are opened up again.
I think there is a good dose of Main Character Syndrome in many Survivor only Mains, and a lot of it has to do with the fact that for a long time they didn't have to adapt. Killers always have though. But now that Survivors are being asked to adapt, even though they have more help than ever especially for SoloQ, a lot of them do not want to. They want the old stuff back.
But it's never gonna come back, not to the same level. Doing that would mean Killers leave again. And you cannot have this game without any Killers. These types of Survivor Main, raised on the heyday of bully squads and free Dead Hard and DS in endgame, know this but don't want to admit it.
So now, they pettily lash out like this, or else accuse Killers of "being too sweaty" and "wanting the 4k too much" or "wanting to win" when actually, that's THEM projecting on YOU. It's a form of extinction event before the inevitable resigning into the new normal and true adaptation. But that may take a few years to start working. Be patient, I guess. -
The big problem in this community is we always seem to dismiss things we don't like or aren't good with as "bad" or "trash" if they somehow cannot dominate. It's never "this perk/Killer doesn't work for my playstyle or is too niche for me", it's "this perk/Killer is trash."
It's not "Oh, well Teamwork: Collective Stealth is way too niche or underpowered and could use some updates" or "Teamwork: Collective Stealth isn't for me", it's "Teamwork: Collective Stealth doesn't do enough or work for me IMHO, so it's trash."
It's not "Trapper and he has flaws that need addressing". It's "Trapper is a weak D tier Killer who has no real chase ability and can't handle Loops the same way as a Nurse can, so he's trash."
It's not "I struggle against/as Ghostface, so maybe he's just not for me", it's "Ghostface loses his power for 20 seconds if you reveal him and I don't like that, so he's trash" or "I don't like that he is so hard to find, it's BS, so he's trash" or "I dislike the people who play him, I have had a bad time against him, so he's trash".
And this constant negativity has backwash effects. Killer players especially get hit the hardest by it, it's like sometimes Survivors demand your best, always your best, only your best. And if you have a bad day or don't give your best you get shat on for it… and this happens over and over to every single Killer player, until that Killer Player either hardens their heart and stops caring about what any Survivor has to say about anything (becoming toxic), or until they become gaslit into believing they're really bad and they should just stop trying. Eventually you get told how bad you or your perks or your Killer are so much, you go "Why can't I win? I am trying so hard. I guess I am just trash, or my Killer/perks/playstyle is just trash. I am trash."
And that is a problem, and I don't know how we fix it if we even can. -
I've never seen this badge, can someone post a picture of it?
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780049#Comment_3780049
I really like the way you are going with killer buffs instead of reworks. I‘m not really a fan of reworks when they could easily have been fixed with buffs or nerfs. It feels very bad for those who have learned to love one of your characters only for them to be something completely different. I still hope for a Sadako revert to her release mechanics (with passive condemned and one tv condemned). This version was the most fun and closest to her lore, I wished you would have just buffed her instead of the reworks. You had so good ideas sadly for the wrong version like no pallet stun, shorter cooldowns and lock in condemned….
Please continue buffing perks and when you nerf perks, please don‘t overnerf them instead try to keep them still useful and good with their current effect. Also please try smaller nerfs for too strong perks first and faster, before nerfing them too hard after 6 months. Then you can still wait and look how they are affected.
This. I'm very happy to see Killers basekit being buffed, rather than just buffing perks or nerfing Survivors entirely. Very few of the changes that have happened have actually nerfed or changed Survivor too badly. That's the direction we SHOULD be going, taking care of Killers to help them stay competitive and fun to play, while also keeping an eye on Survivor fun. I am very pleased to see that perks like Flashbang are getting buffs too, those are fun. Interactivity with the Killer is fun.
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Sadako shouldn't have a lullaby.
I said what I said. No other Stealth Killer has this. Why does she have it? She has very weak stealth to begin with, why does she need this? -
@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782395#Comment_3782395
All of the limited time events had SBMM. These events are usually less sweaty because it's mostly casual players that play them, which I explain here in my post.
https://us.v-cdn.net/6030815/uploads/293ADUTCVER5/image.png
https://forums.bhvr.com/dead-by-daylight/discussion/423323/does-2v8-not-have-sbmm#latest
I feel like you misunderstood me. Yes 2v8 "had" MMR in the sense that it had it to matchmake, but my point is you didn't gain or lose MMR. If you were in a comfy spot, you stayed there. Same as the other modes/modifiers. THAT is what makes it feel nonsweaty I think, because there is no penalty for losing and no dread of "winning too much" which personally I think actually motivates a lot of sweat. This is also called ladder anxiety and it's common in games where the playerbase is competitive.
My argument is not to fully remove MMR, my argument is to NORMALIZE the way it is gained and lost, so that it actually swings and balances around a true average for the player. I explained why MMR doesn't quite follow a normal bell curve and why it should before, but can't seem to find my post now. The real issue with MMR is its narrowness.
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@[Deleted User] said:
Just because an outcome was good, doesn't mean the match was fun or thrilling for either side. For instance, Legion can get kills, but how often does he actually get the 5th hit down… the thing that matters… ?
It's like how a Survivor can die, but they looped the Killer for a long time, rescued their teammates and did a few gens.
Result =/ Gameplay
Legion has issues but I still like zoomin'. :( To me that's what matters about Legion…
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@Ilikechips said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782250#Comment_3782250
53% kill rates are a little killer sided.
65% means that killer is baby mode easy and survivor is a waste of time.
Huh, genuinely not my experience when Survivors are good enough, but then I don't slap on four gen slowdown and play the top tiers like Blight nor do I sweat super hard.
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No, the game was always this competitive because the community has decided this is a game you have to hardcore dominate in like CoD, or you're just not good enough.
I've seen my games easier since 2v8 ended, actually. Lots of nice Killers or baby Killers. Not a lot of super great Survs.
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All they actually need to do is remove MMR and only have it count for being really good, or really bad. Make MMR progression and Regression normalized. I shouldn't have to lose ten games if I am stuck in sweatland to escape, or win twenty games to get out of Baby MMR.
This game feels best balanced when the MMR is switched OFF like in the modes, the matching is more random, and we have no gain or loss. The Devs should take note. And that has nothing to do with 2v8, which should not come back yet until its major flaws are fixed.
The other thing: 1v4 isn't why the game is sweaty and frustrating. The community is.
Because we made this silly slasher tag game all about winning, because we saw there was MMR and a pipping system, and it fostered more and more of an arms race until nobody trusts anyone anymore. THAT is why the game is sweaty and frustrating.
And we have only ourselves to blame. If we want it to end, it has to start with us. All of us. The Devs cannot fix that unless they remove all elements of the game that add competitive elements or make winning something for your time easier even if you lose, but that would kinda ruin the point right?
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There was already a meta midway through week three.
The mode has issues and should not come back until ALL of them are fixed. The queues cannot handle it.
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I'm pretty sure MMR was broken by 2v8 somehow, because I get average to baby to chill Killers and chad Survivors, but then swap to Killer and get potatoes on everyone. IDK what happened.
MMR is a mess. It has screwed with the game too much, and I would rather it be normalized or thrown out in favor of a fairer system that doesn't count only kills and escapes.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781165#Comment_3781165
I won more of my normal fair share of matches in that PTB because people were playing much too greedy. The 45s window made them more predictable (since only 1 person in my 10+games even bothered to bring UB), and Flip-Flop+Power Struggle users played too obviously so you just insta-pickup. No one was around to pallet save since they knew their buddies could pick themselves up, so that made pickups even safer for Killer.
The real problem with that PTB was Killers attempting the Mori system which allowed an instant win at all slugged. Even Killers that couldn't down people that fast were still attempting this boring playstyle, which basically encouraged ratting all game.
It was both.
You literally can't say only one side abused it. Both sides abuse things.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782242#Comment_3782242
Who says what is intended or not? You? Why do you get to decide what is "intended"? I don't remember lack of Woo causing issues in Chaos Shuffle, and Lights Out was just Killer sided in every, way you can't pin that on Windows. The fact is the 60% kill rate targets now are largely being met with Windows as the most popular perk so if they nerf it and Kill rates increase then Survivors will have to be buffed in a different way and then Killer mains will whine about that. A perk combo that allows mapwide Wallhacks and makes every item useless and essentially has no counterplay in many situations is broken. Windows is not.
The Devs. And just look at their track record on Killer.
Either we should all have lots of aura read, or nobody should. I would genuinely rather an aura reading Meta than whatever we have with gens and chase.
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So many of these. But I love the increasing chaos and stress of say, a 2v8 modifier that creates more Killers as Survivors die off. You would pick a Killer and a Survivor in this mode, so if you die you become whatever Killer you picked. Multiples allowed in this mode! Like imagine there being like, 8 Weskers all running around, or 4 Myers and 3 Ghostfaces and an Artist. Imagine the chaos of 8 friggin' Huntresses throwing hatchets. You win as Killer if you get everyone and so do all people who turn into Killers. You win as Survivor if you can escape before you become a Killer.
I also vote for a Lights Out Hide and Seek modifier in the dark. Imagine how scary it would be to have to hide and survive in the dark!
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I liked 2v8 and do want it to eventually be permanent.
But not in this state. Until all and I mean ALL of the kinks are worked out of it, I don't want it permanent.
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Yes, at least in lobby. I am very sick of others dodging a decent player like myself because I played P1 Meg for a Daily today.
You can show them endgame but not in the lobby. Period.
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I think the real issue with WoO is that it is absolutely useless against any Killer that hits over pallets and vaults, but a tad too useful against Killers who are M1 only. That's why you see Killers like Ghostface run perks such as Mindbreaker to counter it, but not Artist. Artist counters WoO by existing, Ghostface has to mindgame. It's a symptom of maybe powercreeping chase a bit too much, which is only now starting to be addressed by pallet and resource removal.
Or… they could just nerf WoO or change WoO instead of making maps abysmal for Survivors to ever loop on, reducing counterplay for them AND good M1 mains who don't fear playing around loops?
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I just don't think objective-based Killers COULD come to 2v8 with their extra objectives. They'd need to make Nemmy's whip do something else, Pinhead could not have his box, Xeno turrets could not exist, etc. Having the objectives there would make them too weak in 2v8 because the maps are just too big and too many of the objectives could spawn.
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@Seraphor said:
Yes.
The ability to pick yourself up unlocks only when there are no survivors standing. As soon as one survivor is standing again it deactivates.
This way it only activates when ALL survivors are down. Which means it only comes into play when the killer either slugs all survivors at once, or when slugging for the 4K.
(And even then it doesn't prevent the killer slugging one survivor and then camping that survivor to flush out the one remaining, but it does mean the killer can't slug one and go hunting for the last. This means the killer has to choose between camping the slug or risking the slug getting up when they down the last. The benefit here is that the penultimate survivor found isn't necessarily guaranteed to die if the killer decides to choose risk, which means no more perpetual hiding when it's 2v1)
Regular slugging for pressure throughout the course of the trial is unaffected. If there is a survivor standing, that survivor is still pressured to rescue their teammates.
(Or if they're the last standing survivor, incentivised to take a hook state to give their slugged teammate/s a chance at getting up and making a rescue play. Either way the killer isn't losing pressure as they get a hooked survivor in exchange)
The problematic part of the Unbreakable PTB was that survivors could go down in safe positions and either force a catch-22 situation where the killer couldn't pick them up, or remove pressure by having their teammates help be unnecessary.
This does away with that entirely, and actually solves the main problem that slugging poses, being the extreme trolling cases.
In addition to this, I'd also like basekit yellow Mori, hookstates on the killer HUD, and the ability for survivors to hold the sprint button while down to bleed out 2x faster. Best options for everyone.
I actually think that's fine, but it should really be a time limit. Maybe as soon as one is hooked it deactivates, but it can only activate if the Killer refuses to hook for at least 30 seconds? That would prevent 2v1s always giving someone free hatch but not prevent a 4k the second one Survivor is caught off guard and downed within range of another downed Surv.
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Isn't the basekit Mori technically a way to prevent slugging forever though? Especially at 2v1 scenarios?
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SWF does not noticeably change escape rates for Survivors unless they are a 4 man at the highest play level. SWF is not the issue.
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I guess why not just remove self unhook attempts in a PTB and see if it changes the kill rate or not? If it does, then suiciding on hook is the problem. If it doesn't, then it's Killers camping and Tunnelling that's the problem.
This is an easy thing to test but I just don't think it's only the fault of two tools the Devs have repeatedly added changes to or nerfed, and consider basic Killer tools that are part of the game.
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I think in light of how it actually gets used that either a 20 second cooldown and it activates only in chase, or it's off when you are in chase but active whenever you're not (with a slight range reduction) would be appropriate. This would encourage Survivors to plan routes out better, and train them to ACTUALLY loop tiles, while breaking up some of its synergy with very pallet and window dense maps. Plus with a nerf, maps could once again get more resources added back. The issue with WoO IS that on pallet dense maps it creates situations where it's trivial to properly chain, but it's balanced on maps with weaker loops since it only shows you how to chain resources.
Does it need this? IDK. Maybe. It is really problematic that my SoloQ teammates will DC or give up on hook because the Killer countered this with Mindbreaker.
Maybe on that note, buff Mindbreaker quite heavily, as a counter to this perk, instead of outright nerfing WoO. That would make it incredibly useful and an amazing pick.
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I promise you are not actually being tunnelled out, in the true sense, as much as you think. If you are, there are perks for it. Try Off the Record, that's what I run. Are you wearing obvious cosmetics? Are you stealthy when you need to be, or just running everywhere?
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781152#Comment_3781152
The average kill rate is around 65% if they also included games with a single dc. That 65% number also includes a lot killer who "go easy" on the team or let the last one escape as mercy. Even as an average player I still feel the need to often go easy when playing killer because the survivors stand no chance. So it's not inconceivable that the real average kill rate for good killers who are TRYING to win at all costs is above 70% when games with a dc are also included. The fact that so many streamers can go on these massive win streaks as killer is proof of this. Ever killer streamer has an average kill rate above 70%, and they're not prodigies or gods at gaming.
I'm sorry but I don't see how a horror game being a little Killer-sided is a problem. And yeah… like it or not, BHVR do consider this a horror game.
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I'm chiming in to say this: If Killers are not allowed to have permanent aura read on anything because "it's too easy, go develop a gamesense", why should Survivors be allowed it? Why on earth do you ACTUALLY need to know exactly where and when to go and what pallets got used/dropped where? You really ARE NOT intended to always know where the Baby Meg used a pallet, not even SWFs know or get that information. Why are we giving SoloQ and newbies a perk that inherently makes them stronger at map knowledge than a SWF instead of asking newer players to simply. Learn. To pay. Attention?
I 100% believe that part of the reason for Map pallet and vault reduction is because of the overall large use of WoO. We saw in Chaos Shuffle and Lights Out how many people RELY on this perk, and are lost without it. If you are so reliant on a perk you HAVE TO run it, that itself is an issue. It simply is not okay or fair to say that one side can have free info on something with no activation request necessary but not the other.
Give WoO a range reduction or mild cooldown, or ONLY activate it outside of chase, so that Survivors must learn to plan their routes ahead of time instead of getting a free GPS to every single resource in the game for chase. If it's a learning tool, make it a learning tool. This change will not impact good Survivors or SWF at all, and WILL help newer Survivors better learn to plan ahead.
Or why not have WoO ONLY show vaults permanently and make another perk for pallets only? That way someone who wants that much free info would have to pick, OR dedicate two slots to it. You know, kind of like Killers have to for their info perks? It really is only fair. No side should have any amount of free, effortless, forever aura read on anything that isn't an objective. Period.
Like, it's far from the most offensive perk, and I guess it's fine, but it really can be slightly problematic when every other game is somene literally relying on it. I have legit had people DC because I countered WoO with a perk or simple mindgames - not just once, MULTIPLE times. Against an M1 Killer, which WoO is classically thought of as stronger against. It's an issue.
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I do not want to play $20 Lobby Sim. I don't want 2v8 back until THAT and its other glaring issues are fixed.
It isn't fair that everyone else has to wait 20+ minutes for a game because a few people and their friends want "random chaoticness" in 2v8. It isn't fair that I can't play MY Killers because you and a friend want to play the original five only together.
2v8 CANNOT, and never can, be permanent in the form we just got. Enjoy your break, I hope you adapt back to 1v4 soon.
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The problem with that is that it would mean not everyone who wants randomness would be on the same field. It's not fun to randomize a loadout and then run into a sweaty SWF/Killer with full meta.
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Make WoO have a cooldown of 20 seconds. I feel like that would be more fair and in line with perks such as Dance With Me.
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I say don't get hopes up for a full chapter. It's probably Springtrap, maybe a map, and some skins in a collection, because who the hell are you gonna have be the Survivor? The security guard? It's not based on the film according to the teaser images, it looks like it's based on the games.
Expect disappointment if you think we're getting a full chapter. It will at most be like Ringu was, except with Killer and Map, or at best be like Chucky was with just the Killer.
The map if we get them is 100% either the Pizzeria but bigger/modified, or Fazbear's Frights. It may be the pizzeria from the second game. It 100% will be an indoor map and doing gens might turn on camera monitors in the main room as an easter egg. Stealth Killers and sneaky Survivors will have a riot in it. There will be jumpscare areas or implied areas where the anamatronics went rogue - for example partway through the round, Foxy's curtain may slowly open until ti reveals… nothing, only to have a broken Foxy animatronic spawn somewhere in the level that jumpscares you.
Element I wanna see: There will be a ballpit that Hinders/Exhausts both Killer and Survivor to run through. This will be set up in a way that allows both Killer and Survivor to "trap" each other in this area as a fun thing so it can't be used as a shortcut. There will be a hook near this ballpit.Springtrap's power will likely involve surveillance, moving through a vent system like Xeno, and the perks will be about generators and info. I expect some kind of new generator control perk for Killer. I also suspect some kind of haste perk and an info perk surrounding gens. If the perks are not about gens they may instead be about stealth and haste, if Springtrap proper doesn't do stealth and haste via power. I doubt the phantasms will be there. It's possible there will be a return of the Madness mechanic using Phantasms as info like Doctor uses his zap and hallucinations.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781255#Comment_3781255
Finally, a way to reward spreading hooks. Make it so that basekit Moris cannot be used until, let's say 4 hooks have been made. Maybe 5 if you want to be strict.
As a Ghostface Main I would absolutely reward myself spreading hooks out more by doing this, I love my murder selfies and Grim Embrace is one of my favorite perks. :)
That said, I don't think awarding BP for a Mori is a bad idea. But it can't JUST be that it multiplies BP per Mori. Let me Mori as many or however many people exactly as much as I want by bringing perks and offerings like Moris and Rancor.
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That would still make it too strong.
Three non rechargable tokens, but only usable in the Killer's TR maybe? The main issue with Distortion is you can functionally get unlimited tokens by just hiding, which means you can basically hide from the Killer all round. Distortion therefore counters too many perks, addons, and powers in this state. BHVR wants a chase meta so they are working on trying to make things like MIndgaming, tracking, and chase-related perks more useful and strong. Distortion craps all over that.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781521#Comment_3781521
I thought the darkness made it so tense. I think my only complaint was Legion being able to find survivors way too easily with killer instinct, but that's pretty much my only complaint.
My one issue with Lights Out is that there were certain Killers with too much info while others had not enough. It also felt as though there was not much for Survivors to do if they weren't into the hardcore survival/stealth experience of it. I think all other complaints with it were people misunderstanding the mode and how you're intended to play it, or refusing to adapt to the mode period. I lost rounds as Killer and won rounds as Survivor in it just fine when I finally figured out that stealth and extra alertness was the way to play.
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@bjorksnas said:
Featherless biped
Underrated comment.
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@No2Loser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781163#Comment_3781163
Mainly playing Wesker, Nemesis and Trickster rn. I play Wesker the most thanks to the adrenaline rush I feel whenever I grab a survivor waiting near a raised pallet
Sounds like you enjoy fast Killers and ranged Killers. Consider Huntress, Deathslinger, Blight, Hillbilly, maybe Bubba, and if you want a simple M1 try Legion.
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@ChaosWam said:
2v8 was great, Chaos Shuffle was amazing, and I actually did like Light's Out on both sides. I'm still hoping we get to see 5v5.
Also, "nerdy mode?" That's a new one.
Oh another person who actually liked Lights Out both sides, warts and all… I loved it too. I hope it comes back with some tweaks to make it more fun for both sides, while keeping the "no perks no addons no items and muted info" part that made it so challenging and fun.
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I miss Chaos Shuffle too! I hope it returns a lot more. I loved it.
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@n000b51 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781173#Comment_3781173
So why will they do that if you are not here to look at them ?
I'm sorry but I don't understand your question. Survivors will still do it if they even sense an iota of a Killer near the gates. They do it when I'm not paying attention merely passing by the gates to go break a pallet and move on. They do it the second they thnk they sniff the terror radius.
When you show no interest, they give up, or they get curious and come out and usually end up damning themselves thinking they've got time to escape. But they usually don't. I actually had one toxic Yui do this to me as a baby Pinhead, then DC when I downed and began to Mori her (she was Death Hook).
It's a mix of irritation they didn't get what they wanted, and also got bested by someone who saw an advantage and took it. That's all.
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@AetherBytes said:
I want to note sometimes the killer cannot pick the survivor up because no hooks are nearby, and/or the survivor has a wiggle build
Yep, this. So glad hooks respawn now, it takes a lot of the teeth out of the most obnoxious forms of sabo-wiggle squads…
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@RenoPro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780579#Comment_3780579
>Teabagging should be punished with inability to leave the round, measured as at least two rapid crouches or more in quick succession.
Lol, cope.
Cope with what? Griefing doesn't belong in the game.