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VantablackPharaoh91

VantablackPharaoh91

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  • Currently having this same error and it was happening in Lights Out a few months back too. It appears that Survivors are not always highlighting in white/red every time they are stalked/Marked. Mostly seems to occur in the Event/Modifier queue, and onlty on Steam.

    While we're at it fixing this bug, could we please, PLEASE PLEASE PLEASE, do something about how janky his Reveal can be and being revealed through walls due to server Ping? My ability to stalk should not be based around someone else's ping. I shouldn't lose access to my Killer's power in 2024 because of someone else having a rough connection.

  • There's also current issues where DS is not activating for 4 seconds on all Killers; it appears some like Skull Merchant have longer ones (hers is nearly 6 seconds) and others like Huntress have barely any (2-3seconds). It seems to be animation-dependant and I don't think that's what the Devs wanted.

    If it's an issue, speed up/slow down animations for Killers.

  • I can think of zero positives from gens and pallets respawning and tons of negatives. There is nothing good about it, no way to implement this that wouldn't make the game so much worse for Killer, that no Killers play or they all just play the strongest ones because more than half the roster and several maps would become SO unplayable for Killer it would break the game.

    Pallets and gens should never respawn. EVER. Hooks yes, dead hooks make deadzones which increases slugging. But not pallets and certainly not gens; zoming is much more important for Killer than Survivor. It's important to make Survs think about using resources poorly.

  • @TragicSolitude said:

    Animation locks are a pain in the ass. Picking survivors up, breaking pallets, vaulting windows, you're stuck in an animation lock, and as killer you can't do anything until after it's finished and it often feels like you should be able to react before the game actually gives you the option, so you can't turn your camera or swing your weapon even though it feels like you should be able to. You're really screwed if you're on controller, I have to run Lightborn because I can't move the camera fast enough.

    The more that's able to happen to the killer while they're animation locked, the worse it feels for the player. But when things can't happen during the animation lock, the survivor is confused because it is unintuitive. What's the answer? Well, without heavily altering how the game works, the answer is to give the benefit to the killer. They're stuck in animation lock, and the more vulnerable they are in animation lock, the less likely they are to put themselves in that situation… that means slugging everyone before risking picking anyone up.

    Survivors have their own problems with animation locks. I get off the hook, and there's this gap of time where my friend and I are standing there with our thumbs up our asses waiting for the option to heal to pop up. The failed skill check animation sucks, too. Love when I try to let go of healing someone but it decides to have a skill check pop up at the same time, and then not only is there a penalty but I'm also stuck in the animation. Thanks, game!

    Can BHVR alter their code so players aren't locked out of doing anything while in an animation? If this were any other developer, I'd say that were at least a possibility. However, BHVR said they can't immediately add perk loadouts to the lobby screens because of the way the lobby screens are coded and it'd be years before they could. So… yeah.

    I agree with everything here.

    Back in the day getting animaton locked this way was called Stunlocking, because usually it happened when the player was in a hit animation. In bad AI design for older games, you could get repeatedly stuck in a loop of being stunned until dead, unable to react because an enemy hit faster than you could come out of it. You'd be against a wall, hit, stun, hit, stun, hit, stun rinse repeat until death. It removed player agency. It didn't feel good.

    It still does not feel good in 2024 when a Killer can be blinded while breaking a pallet only to come out of the animation and be blinded AGAIN, can have a pallet stun into a blind, or can simply have a chase invalidated because of one not even hard to time or aim flashlight save (and no "look at a wall" doesn't make sense because THERE IS NOT ALWAYS A WALL TO LOOK AT). It doesn't feel good that going down under a pallet and someone nearby to pallet save isn't counterable. It doesn't feel good for the stun mechanic to put people into lose-lose scenarios. It doesn't feel good to not be able to real time react to someone coming to stop your pickup. It doesn't feel good to be stuck in a failed skillcheck animation because the game decided a skillcheck right as you let go is an ok thing to have.

    Stunlocking. And animation locks. In gaming. Friggin'. SUCK.

  • As a Ghostface Main?

    I do not think he's weak. He's at least a solid mid B tier Killer. People underestimate him because his power is not flashy and doesn't cut off loops. That's it. That's all. That's why people call him weak.

    If you ACTUALLY are good at stealth and knowing when to mark/when to ambush, have OK M1 mindgame and chase skills (which he makes easier), and have good enough gamesense? He can decimate even SWFs. The one issue he has is that Reveal is clearly bugged, and he could stand maybe a little update to how it works and to stalk progress being reset on hit.

    If the issue is being followed around? Punish it with Starstruck. Since I started running Starstruck nobody swarms me anymore, they're scared of the Exposed. Nobody tries it, it's so relieving, I can keep my Shroud longer and be a threat again. Hell any extra Exposed helps, it makes people nervous. This is why Friends Til The End is also decent on him - reliable info and sometimes extra exposed, which he can capitalize on if they get too close.

  • @indieeden7 said:

    Honestly, the only nerf I can see being implemented is showing the aura of the item to the affected survivor and maybe reducing the duration of Oblivious by a little bit.

    Probably the ONLY fair way to nerf it without it being too weak to work, because the only way Weave works really is if you pair it with Franklin's. It's not really strong enough on its own and neither is Franklin's.

  • @Rythoriak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743786#Comment_3743786

    This is the exact build I'm running. Jump scare Myers is fun.

    I run double shards or shard +vanity mirror, Monitor and Abuse, a Stealth perk, a gen perk and something else for stealth or chase. Double Shards is more fun because now you have access to Tier III with no TR, and NOTHING makes Survs ######### their pants more than TRless Tier III Myers.

    RE: Others on Ghostface. Nah Ghostie is stronger, I think Myers could have some improvements made to him based on things Ghostface has.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743812#Comment_3743812

    Well, I mean reworks like Billy don't exactly help the skill expression in this game. - Don't get me wrong; Billy needed a rework but the way he's now it kinda doesn't matter whhich tiles you have; either they are long enough for him to chainsaw you right away or short enough to make everything a 50:50. "Wiggle, crouch and hope for the best" also doesn't really qualify as viable skill expression in my opinion. Both map reworks and killer reworks seem to point in that general direction: everything gotta be short and a coinflip is the standard.

    The stuff that does help you come out on top with all those coinflips are the perks (and for killers add-ons).

    I agree maybe Billy is a bit overtuned now and could use some slight tweaks to make him more skillful to play as.

  • Brother, Singularity is a mid tier and balanced Killer, these changes are needed to make him less clunky for people to get into and play. They're good changes.

    Now only those handful of Killers you mentioned need help - and I'm more than certain BHVR has buffs planned for them this year. ESPECIALLY Freddy, Ghostface, Doctor, and maybe even Myers (though I doubt it, remains to be seen).

  • I don't like the disrespect I get in some rounds from people STILL playing comp, either side, during an event.

    But you're welcome. This little Ghost/Cenobite/Druanee/Onryo in the Fog is doing her part the best she can to keep it chill while also fun. I am saving Cobblers for later, but please catch all 100+ of my leftover Terrormisus! :)

  • Honestly all they need to do is make it so Scourge Hooks change what hook they are active once that hook gets destroyed and comes back. I don't think you should be able to use the same Scourge Hook indefinitely. Then I have no issues with this change, it's a good change and should have been in from the get go.

  • This perk combo's fine, we have perks that do what items do and sometimes better in some cases, and I would MUCH MUCH MUCH rather see this combo than quad slowdown.

  • People are in fact tripping. This change only benefits both sides.

    It's good for Killers because now, they don't need to deal with hook deadzones on top of buffed sabotaging (which is why this change was likely introduced), comp corners/corner-teching, AND horrible hook spawns. It's great quality of life for multi story indoor maps, it protects against some very obnoxious styles of Survivor play, and it generally keeps the flow of a round much smoother while allowing Killers to lock down an area again but in a much more nuanced way - crucial for mid to late game and also makes certain things, like not breaking a three-gen, even riskier. It adds strategy. Do you really want to just slam the first gens you see knowing that the Killer could hold a cluster there with the respawning hooks? Do you really want to sabotage that hook knowing there's more nearby that just respawned after your friend died? It takes lots of the sting out of a sabotage and feels way less malicious now. It even helps against Survivors who come in and do this maliciously - and yes they DO exist, I've played in SWFs with some of them before - just to deny the Killer hook points and be super petty.

    It's good for Survivors too because aside from the aforementioned strategy, it makes a good sabotage play feel more like the counterplay it was intended to be. It also means now, there's no more slugging (except to actually be toxic) in hook dead zones, meaning less unintended slugging overall, meaning now we can truly say there's no real reason to slug except to a) pressure before a hook respawns, b) be a toxic jerk, c) your Killer is good at it. It turns pressuring downs into the strategy it was always intended to be. It was deadass annoying to run into an unintentional hook deadzone and get slugged because the Killer just couldn't find another hook in time and the random wanted to run a sabo-wiggle build so they brought Petrified Oak, now I get to bleed on the ground yaaaayyyy fun engaging gameplay. /s Now this is less likely to happen. It also makes perks like Saboteur and Breakdown more viable, and it opens the way for BHVR to safely make more perks based around hooks and hook denial without it feeling like a big ######### You to Killers like my Main who may not be able to pressure that type of play as well as say, Hillbilly. It ADDS value, at the cost of removing a - let's face it - pretty obnoxious and unfun strategy.

    The one concern I have is that it might increase some Killers locking areas down too much (specifically zoning and speedy Killers like Skull Merchant, Trapper, Hag, Blight, Knight, Nurse, Oni, and Legion), and it might increase tunneling the same hook over and over after about a minute. But if Weaving Spiders is fine at one minute I don't see why a one minute respawn on hooks coming back is such a problem.

  • Give people the option to mute her but do not make her permanent. She's special, she should only appear during the Masquerade.

    Personally I like her, I like her snark, I like her comments, I think she's fun and she has often made me kinda smile a bit even when the game goes badly for me. But she shouldn't be in the game all the time, only for Masquerade. It's her event, after all.

    I don't think I want more event hosts. I think just Tryks is enough.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742825#Comment_3742825

    And I remember your post where you said hex: two can play is a good perk.

    Looks like we've all said some goofy stuff, huh?

    Jumping in to add that yes. Hex: Two Can Play is bad. But it's objectively a really really funny Meme Perk in the way Blast Mine is kinda funny as a "NO U" perk, so it's fine in that niche. Sometimes perks can just be sorta funny.

  • A lot of spawns seem to be broken with the Masquerade update, I think due to the Masquerade pillars needing to spawn too. I've seen weird Xeno tunnel, Onryo TV, and Wesker/Nemesis chest placement this event. I'm sure when the Masque is over, it will be fixed.

  • @Bafugaboo said:

    After the event no killer is fun. New player here done with this game.

    If you really hate the Game that much, then uninstall, why are you here whining?

    Do what everyone tells Survivors at the gate to do and Just Leave. Exit the Fog, nobody is stopping you from going if you aren't having fun.

  • @hermitkermit said:

    I think people have become way too dependent on perks, and because of this skill has suffered. Survivors rely way too heavily on exhaustion perks or second chance perks and killers rely way too heavily on slow down and aura reading. If you asked people to play without any of those I think the games would be very telling.
    They should be used as tools for sure, but people don’t use them as tools they use them as crutches.

    I 100% believe this is the reason and honestly? It saddens me a lot that skill doesn't seem to matter when you can just slop on perks to do it for you. I'm not even an older player, I am really new at 1000~ hours, but I want to actually see my skill carry me. Not my perks. I hate that people just put on perks to deny a bunch of my skill, and then get to act like they're super good now.

    But all they did is boost themselves by throwing on perks.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743073#Comment_3743073

    ghostface is unlikely to be a good killer. The whole point of ghostface is downing survivors before they get to a tile. This and 99% marking.

    He's fine IMHO for his niche but he certainly needs some looking at again, I feel, at least SOMETHING for his reveal mechanic.

  • Forgive me Father Vile, I have sinned so greivously as a baby player and must atone now that I am older and wiser.

    Once as a baby Ghostface at like, 200 hours the power got to my head. I downed a Cheryl and a Bill, sacrificed the Bill, and then caught Cheryl at endgame collapse after I closed the hatch.She ran me for several minutes during endgame collapse, then I got her. I could have opened the gate. I did not, and this horrid little urge in my head told me to drop her on the closed hatch and sit there as the Entity took her, because I was a stupid little monster and wanted my sadistic 4k. I am so so sorry for who I was last year as a baby, Cheryl, I look back in total disgust at it now and can't believe I ever behaved like that.

    Once as Survivor I got my first win against a baby Spirit and my friend in comms started egging me on to teabag her at the gate. I caved to the peer pressure and did it. She got no kills. I felt really bad after, and I couldn't bring myself to ever do it again. Then when I got it as Killer the first time, I realized how ######### it felt to receive and now I make damn sure I never do it ever again. I'm sorry baby Spirit. I am so, so sorry.

  • I feel like his 51% really low killrate comes from people botting with him. Take that out of the equation and he's fine.

  • Not a rare find at all. I feel really bad about it, but if I keep on finding them… they kinda have to learn somehow. I'm sorry baby Meg. :( I'll give you a chance to escape a few times, but I will not give you more than three chances. You have to LEARN. The only way you can learn, unfortunately, is by failure.

  • Blight is really fast and as old MFT, Nurse, and other fast Killers with little cooldown prove - extra speed breaks Looping and makes it hard to even engage with. Not impossible, but really hard. I don't see Blights mindgame really. I prefer the looping dance I do with Killer, and the chase dance I do at loops with Survivors AS the Killer, which is why I play M1s mostly. It's just more fun.

    Blights have a reputation, unfairly so IMHO, of being super duper sweaty. Not all Blights are this way at all. But a lot of Blights are very competitive because he can be super oppressive especially with Lethal Pursuer and slowdown perks.

    Blight's addons used to be really, really broken. Like OP broken, to the point every Blight ran them every time and it was frustrating to play against. Some people harbor resentment of that still despite it being fixed, the way some people still hate Knight and Skurchent because they used to be able to hold 3gens super well.

  • @Mortecaii said:

    So, if a person clicks their light at you, tbags, bullies, and says GG, was that really being a good sport?

    Or as the killer, tunneling one specific survivor, ignoring their teammates, at 5 gens, really being sportsmanlike?

    Or if they had a bad start, but Tbgas and clicks their lights at the exit gates, then says GG, is that REALLY being a good sport tho?

    OR better yet, they wait out the EGC timer, leave at the last second, then says GG, IS THAT really being a good sport then?

    Waiting out the timer, wasting time? Plz explain how that's being sportsmanlike because that's what usually happens, and is basically the whole point of this post.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742509#Comment_3742509

    If they do that, then I don't say anything because they weren't a good sport. If they say ggs I assume they felt like it was a tough round and wanted to show no hard feelings. If they did it after being toxic? Then I assume they actually meant "git gud" and I ignore it as the BM it is.

  • Honestly I just say ggwp when it was a good game and we all played well. If they were actually toxic and not just sweaty, I don't say anything.

    I do this both sides. Because I have sportsmanship, win or lose. It's meant the way you shake hands with the other side when you play a sport, win or loss, it's to show you are respectful of the other side regardless of how nasty it gets on the field.

  • Accidentally do the same little motions our Mains do in real life - seriously why do I keep grabbing towels like I'm unhooking then running away with them, making the Onryo and Pinhead hand motions, sliding around corners like I'm lean-stalking, and examine kitchen knives like I'm Michael Myers?

  • I absolutely refuse to run any of the tombstone addons on Myers, he's more fun with a low TR build and that is how I run him. He also is not my Main, I just find him fun when I run him this way.

  • Or maybe… you're relying too much on items to carry you? For Entity's sake half of the items Survivors have aren't even that good and you can ALWAYS get more, how the heck is aura reading after you drop an item even that big a deal?

    Because you're that scared of losing an item because you need it to crutch on? Why not just… you know… run PERKS instead of ITEMS if it's a big deal?

    Because you can't get around it with Distortion? Friend you can't get around loads of things with Distortion. Calm down, this is way weaker minor non-offensive pressure than stacked Pain-Pop-Grim-DMS EVER was, and a hell of a lot less painful.

    Why do you NEED to crutch on items so hard, you will throw the game to retrieve it because of two little perks that mean the KIller is running two less annoying things such as… I dunno… Pop-Pain Res which is still meta?

    Why on earth are Killers always expected to learn, adapt, and try new things when Survs get strong stuff… but when something comes out that is strong for them, Survivors never ever want to adapt to it themselves and IMMEDIATELY call for nerfs? It was Alien, then Ultimate Weapon (which did need it), then Chucky, then Unknown, then gen control, then Vecna, now it's this. Always something, keep moving the goalposts, why can Survivors have nice things and never have to adapt but Killers cannot and always have to change constantly? That's not fair. Both sides need to learn to adapt. Personally as Survivor I adapt and change up my builds frequently the second there's something new for Killers. And as Killer, I've also needed to adapt more and more as stronger things for Survivor come out. This is part of the game.

    Survivors get to have their same meta forever, but Killers have had to adapt more and more and more enough times over the course of 8. Friggin'. Years.

    It is Survivor side's turn now.

  • Remote Hooking doesn't stop DS, Flashlight saves, or Flashbang saves. It also doesn't do much against pallet stunning if you pick up in a bad spot.

    Get creative. I've gotten saves off on Killers this event and I know I suck, I'm only 1k hours. If I can do it, I'm sure others can.

  • So you can't have any fun in the game without having to run a busted broken perk that made saving absolutely trivial?

    I somehow do not think the Fog will miss you.

  • Well I'm running M1s and I still do fine with all the stuff on the Map. Maybe it's something that you need to improve at.

  • I much prefer the Event Queue both sides, because I like the mechanics and uniqueness of it.

    However, BHVR really, REALLY needs to learn that "hooks and gens for extra BP" is NOT a good game mode and NOT incentive for non-sweat. If anything it makes everyone sweat even harder because now BP is on the line.

  • They read it as "git gud" not "good game" and that says more about them than their opponent TBH.

  • It's just good sportsmanship to show no hard feelings no matter how sweaty or aggro the match gets, it's like a handshake at the end of a chess match. It literally means Good Game.

    I promise you it's really not that deep and there's no real ulterior motive for someone saying "good game", and if you're really that offended by it when you lose maybe you should take a look at why. The vast majority of people definitely appreciate good sportsmanship.

  • Yeah it doesn't negate flashlight saves, the timing is just much more precise.

    Instahook is powerful, and very much too strong, but I really do not see how it would be an issue if it were toned down as a perk?

  • @HexHuntressThighs said:

    Imagine having a permanent 24 meter killer instinct placed on you at all times. SWFs are incredibly strong for that reason, me and my friends aren’t that great considering 3 of them are almost brand new and I only have a few hundred hours on survivor but we constantly win whenever we choose to. Unless of course it’s Nurse, Blight, Plague or Wesker.

    The killer has essentially no element of surprise at all because me and the others constantly call out their almost exact locations and what direction they are heading. Easily letting a teammate across the map know the killer is going for them so they can hide behind a wall and not be found.

    Not to mention coordinating all our perks and calling out when and where we are going down and so on. I guarantee if Nurse and Blight didn’t exist, survivors could easily get a 1,000 plus escape streak. I can have my friends bring the best tool box in the game with double charges all running BTL, SW, SB and Scav or Resil and we can win pretty much anytime we want. S Tier killers permitting and item counts permitting. But it’s just not very fun.

    Tl; Dr: SWFs are OP because of the insane info and coordination capabilities, and could win more often if they played super sweaty

    This is why SWFs counter Stealth Killers especially in Comms. It's a problem. I'm not sure how you would fix it though; I like SWFing and I don't want to have it go away.

    The real issue is that SWFs can exploit some really unfun ######### in a way SoloQ can't. I'm talking sabo boil over builds on awful Killer maps, coordinated saves all the time, stacking offerings in ######### ways. In addition they coordinate in a way that SoloQ just cannot, it's unfair they have this advantage because SoloQ has to take what they can get.

    It's lowkey kinda stupid.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741531#Comment_3741531

    maybe they can nerf and buff ghostface mark. Ghostface mark duration reduced from 60 second to 10 seconds. Survivor that are marked suffer from 15% hindered penalty and exposed.

    Absolutely not. 60 seconds isn't OP at all, 10 seconds is deadass not enough when he doesn't have a chase power. This would not be a buff, it would be a straight up nerf because he can't always catch up in 10 seconds to make the 15% Hindered and Exposed you suggested matter. If the player loops well, 10 seconds of Exposed and 15% hindered is actually nothing.

    It needs to remain 60 seconds. I'm sure you're a competent enough player to handle 60 seconds of Exposed. Most people are.

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741540#Comment_3741540

    I would say both are just as bad. Instant hooks break a lot of Survivors only ways to stay alive. The steath is weak compared to that BS. Worst part Killers are sweating a mode that is fun.

    You have Looping. Looping exists.

    @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741540#Comment_3741540

    Not only do the remote hooks break most ways for Survivors to stay alive, but it makes genrushing even more necessary.

    You literally still have looping.

  • And what exactly is so wrong about a power in a limited event mode that denies saves or sabotages? I don't see why counterplay to something is an issue. I will admit it's strong, but what's the problem with having a strong power during a limited mode especially when genrushing is the go to tactic for Survivors in these events? I don't get it. Why isn't the Killer allowed to counterplay stuff but Survivor is, outright deleting things like down pressures, hook pressure, even chase pressure against M1s?

    Survivors have Quiet Mode which is actually pretty strong, the fragile pallets are back and can create some stupid pallet setups, and you can still block vaults which can waste even more Killer time if you're a decent Looper. Survivors have plenty.

    The other two Killer powers aren't overpowered and serve to counter the rest of the pallets like before, as well as help in chase. Would you really rather have the instant Exposed mid chase from last year back? I wouldn't. I would rather a perk that discourages tunneling and camping or leaving someone slugged to bleed out than just free Exposed on demand that can negate any chase pressure you do. Remote Hooking ONLY can activate after you already lost the chase.

    I agree though. The power is OP. It's too much and needs toning down DRASTICALLY if it comes back in any capacity.

  • I think you must be new, this is just how events are when BP is on the line.

    I also need to remind you, it's rank reset week. EVERYONE is sweaty during rank reset week and events make it even sweatier. It's not just Killers doing it, they just happen to have an upper hand with it right now because remote hooking is strong.

  • @solidestcross63 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740682#Comment_3740682

    Honestly The legion I don't even think of as an insta down killer I think that's the only one that really does, ghostface at first yes but being marked lasts way too long it's should be like 15 seconds or something close to hubris. And the myers part yes if most people actually managed stalk and didn't just use iridescent tuft of hair and a stalk increase. Oni yes bc you have to actually get hits in the first place. Billy and Bubba most certainly not.

    You did not just say a 60 second Exposed is too long.

    Why is it okay for Weaving Spiders to take 60 seconds but not an Exposed which is basically the only power this Killer, who is already sorta weak, has? One that he has to work hard for at that fighting a super jank reveal mechanic that is long overdue for some fixing, reworks, or SOMETHING to avoid being literally revealed through walls? Please explain in detail to me why 60 seconds is so oppressive on an M1 Killer without antiloop or any Map mobility.

    Billy and Bubba have shorter ones because they have speed. Ghostface doesn't. There's absolutely NO need to nerf him like that. If anything the poor guy needs buffs, have you seen his killrates? it's one of the lowest in the game, and not just due to people meming with him either. He needs the same treatment Billy, Sadako, and Trickster got - substantial help and some light reworks around Reveal, maybe even a slight boost to his speed while in Shroud. He's the exact OPPOSITE of oppressive to the point some people even consider him a joke of an M1 Killer.

    You're proposing a nerf. The absolute LAST thing that Ghostface of all Killers needs is a nerf.

  • You could tie it to gen progression maybe - maybe every time a gen is done you get a token and you spend one to send someone instantly to the nearest hook to you. This would make it a nice comeback perk.

  • While toxic four man slugs DO happen, this just isn't what happened here looking at the screenshots.

    You were a SWF. You had wiggle-unhook-sabo builds. You had toolboxes. You had Wicked. He only had three hooks at 2 gens left. You all played in a way this Bubba probably felt like he had no choice. Bubba's an instant downer and so, he did what Bubbas do in a pinch - snowball for the 4 man out at two gens left, which would be the correct play here. He didn't want to risk it. You have 3 gens done, you all clearly got to play some of the game. What did you think he was going to do in order to snowball, let you all out for free?

    You know if my SWF pushed gens hard and baited stuff like Wicked like this against a Bubba and he did this, I wouldn't even be upset. I'd understand. Because I know why he did it - he felt he had no other choice.

    I agree toxic slugging, real toxic slugging, should not happen. But this was not that. This was just a snowball that worked and you seem to be mad about it.

    Ironically, tweaking the remote hooking tool from Masquerade to make it an antigrief feature would go a long way to avoiding scenarios like these AND deal with builds like the ones you guys brought, everyone would benefit…

  • Because it's weird and cool. :)

  • Everything that isn't outright bigotry, cruel, or JUST clearly toxicity done to tilt people is valid and permissible. That includes farming and playing nice. The Devs may not technically want you to play that way but it's YOUR game, play the way you want. That includes playing chill or sweating however hard you like.

  • @Wraff said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739610#Comment_3739610

    Making a lot of assumptions there. Everytime a Killer is given something nice its taken away a few months later vs how long it takes them to be bothered to look at Killer sided issues.

    Billy gets an unjust nerf? Takes the three years to do anything about

    DS is clearly unhealthy for the game. To do anything about it

    Mori's get nerfed but it takes them almost a year and a half to bother looking at Key's.

    Hell they've completely given up on Freddy.

    They have literally consistently buffed Killers with weak kits since last year starting with Onryo and the only real nerfs they did were last patch with the gen regression nerf.

  • I think it has promise as an antigrief feature for both sides, IF AND ONLY IF they make it send the Survivor to the furthest hook from the Killer, AND do SIGNIFICANT tweaks to the mechanic. As it is now it's too free, maybe adding a requirement or a long cooldown if it's a perk, or making it only activate under certain conditions, would make it more okay for this purpose. If done right it could curb camping, tunnelling, slugging four people for a bleedout, hook deadzone/comp corner abuse, bad hook RNG abuse, sabo boil over squad bullies, and work as a catchup mechanic for Killers that need it.

  • @UndeddJester said:

    Pop and Pain Res were leagues better than all other slowdown perks.

    Now all regression perks are roughly in line with Surge, which isn't bad at all... at this juncture I think the killer side is in the right spot.

    The point of balance now should be on toolboxes, they got Sabos buffed... too much on Commodius and Alex's toolbox, but the other changes seem fine. Next port of call is to diminish just how much toolboxes can swing a game, or look at creative ways of combatingtoolboxx rushes.

    Maybe a new general perk "Tripwire", that gives a loud noise notification when a toolbox is used for longer than 2 seconds on a generator. This would mean survivors may want to start saving toolboxes to finish gens, rather than just dumping them in right at the start.

    This is what they need to do next. Currently, Toolboxes can tip games in ways that generator progression perks alone (which they can STACK with) do not. Toolboxes right now can not only sabo very quickly, they can do gens very efficiently. That can swing the game way too much; just look at the differences in time when only progression perks are used versus a toolbox versus both. It's insane we can have is many charges on the fastest repair box AND also run Built to Last to make it permanent as long as there's a locker nearby. Nothing should have that much power. Genrushing is a problem because Killers feel they have no breathing room, and Survivors feel they have nothing else they can do - all the alternatives would waste precious time.

  • Yes, both sides. Survivor AND Killer are way rougher past about 8 PM. Killer is much easier during the day and Survivor in a SWF is easier at night, but not SoloQ. SoloQ is MUCH harder during the day too, but I don't see nearly as much Killer toxicity during the day.

    I can't play some Killers and do well at all past 8 PM. And playing Survivor, the best SoloQ time is afternoons between noon and 8 PM. I notice the shift start at that time, and it also usually loosely correlates with whoever has the bonus. If one side has it, those games tend to be sweatier in my experience than if the other side has it.

  • The stuff around the event is cool, Tryks is fun, the event mechanics are nifty and provide loads of unique counterplay (though I think remote hooking is maybe too strong and needs a bit of a balance shift, make it the FURTHEST hook away to reduce tunnelling if you bring this back), and the aesthetic and cosmetics are on point as ever. Loving the BP gains too!

    Unfortunately, just like every other event like these BHVR insists on doing, the entire gameplay of the event outside of the Bag of Tryks is based entirely around just doing your side's objective really fast AGAIN, and on Survivor it's every man for themselves on who gets the most points by interacting with stuff to collect them because only the person who finishes a gen gets the points. Killers sweat for their hooks so they can get the most points, Survivors sweat for their gens to get the most points, and it leads to a really unfun experience where matches are much too fast and much too sweaty for a casual person like me to enjoy.

    My SWF friends have all left the game after only a few hours of play, and I just don't even wanna bother with SoloQ after how nasty my experience was last year as a solo Surv. And don't get me started on how bad the event felt last year as a 500 hour Ghostface Main struggling to even get enough hooks because gens were so damn fast; I spent all Masquerade last year losing because I didn't have the gen hold to help me yet and didn't have the skill to deal with the sweat yet. I'm actually DREADING booting up as Killer for the event right now because Survivor side has kinda sucked with all of the Killer aggression and nuisance strats like tunnelling, even as my stronger Killer Mains like Pinhead because I know I'll have to sweat and play nasty EVEN as a Killer with built in slowdown. That's if Survivors don't DC because it's a SoloQ team versus Pinhead. I know the event is Killer sided and I am STILL scared to boot up because I am DREADING an influx of Survivors cussing me out whether I win or lose in the endgame, shitting on me no matter how fair I might play, and being absolutely awful to me because I dared to play Killer today. And because everyone is sweating because they want BP, literally everyone brings the most tryhard sweaty stuff, all the time, 24/7 every round and it feels bad. It feels really, really, REALLY BAD.

    It's sadly just what happens every year, and it's just not fun. It will never be fun until there is a casual option that forces non-sweating. I don't understand why they didn't lean into Tryks' randomness more and make perks and items be random too, so it's impossible to bring anything meta and you truly are at the mercy of Tryks and her shenanigans. That would have made for a more casual chill experience by far and really made a lot of players extremely happy as a reprieve from the aggressive sweat of base DBD. But as it is now…? The event is just normal DBD, but with extra BP gain and super sweaty play because weeeee bloodpoints gotta get my bloodpoints. I can only pray as the event goes on and people calm down after the rank reset, get enough Cobblers, unlock tome stuff, etc. that this will all tone down and the sweats will get bored and go back to main queue so the rest of us can vibe during the event in peace.

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