VantablackPharaoh91
VantablackPharaoh91
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@feechima said:
I will say 'players" are trying to ruin the event not just survivors. Had some very not fun games yesterday. I don't even run anti-tunnel builds but I had off the record on for half my playtime.
This is the truth, this is the answer, but nobody wants to admit maybe their favored side is part of the problem too.
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She's friggin' hilarious and I love her sarcastic little quips. I do wish she'd shut up a bit more though.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739726#Comment_3739726
Whatisaman is a castlevania reference.
One of the most popular lines thereWhat is a man?! A miserable little pile of bloodpoints!
But enough talk - HAVE AT YOU!
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@Doxie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740666#Comment_3740666
Then should have added better items to survivors.... Not having to walk to a hook is just too easy
Buddy you have toolboxes, flashlights, and medkits that are the equivalent of a green version of each item, and need I remind you toolbox sabo on the best toolboxes INCLUDING event ones got buffed? You have "better items", you are getting free decent flashlights, free Commodious boxes, and free decent medkits EVERY bloodweb, as Survivors always have every event.
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740664#Comment_3740664
https://us.v-cdn.net/6030815/uploads/R85ADU8PSJYK/20240604170826-1.jpg
You mean this one?
You get it for buying an outfit for Aestri/Baermar :).Thanks!
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@MrHardway said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737388#Comment_3737388
Yeah I'll have to agree, I may have layed it on a little thick with Dark Passenger. Maybe a few of it's features could be taken away, such as the syringe function and the extra hit. What would you suggest? ^^
First off, as MFT proves, perks that give significant buffs at any point should NEVER have injury as an activation condition. Now if you made this "every time a Survivor gets hooked, gain a Token" it could be okay for endgame builds like a tiered Sole Survivor. Tokens also should cap at something like 3, one per hooked Survivor. However, it should maybe lose tokens if YOU get hit, similar to like how STBFL or PWYF work. Or, it is not token based and only activates when a Survivor is sacrificed. You don't use it? You lose it until someone else dies. That way it fits the idea of "a good guy who is also a Killer" way better, allowing for that sociopath element to work for Survivors in a way.
Second, I don't mind a full heal if injured and being able to bust pallets or break doors like the Killer, maybe you could be able to do this mid round instead by spending a token? Breaking a door on the other side of the Killer this way could stun the Killer. A perk that does this should not also give Endurance, especially in endgame; that's way too strong. Endurance effects should always deactivate on conspicuous actions and in the past, effects like these were problems in the endgame. Same with DS.
Third, adding extra wiggle and a free DS, while really cool and thematic, is super OP in endgame. It's already bad enough we have wiggle sabo builds, this turns those into an endgame nightmare as written. Escapes in the endgame shouldn't be guaranteed just because you're last man alive.Fourth, I love it tiering up with the Blood Theme. Keep that.
The way I would rework this Perk:Dark Passenger:(Very Rare Dexter Morgan Perk)
You harbour a dark and traumatizing past, causing you to develop a dark passenger, a need to kill. Seeing the undeserving die angers you, the sight of their flowing blood triggering your dark passenger.
After a Survivor is killed or sacrificed by any means, this perk activates and you gain one Token and Endurance for 5/10/15 seconds. While you have at least one token, press the Active Ability button to unleash your Killing Instinct and quickly shoulder charge through a door, stunning the Killer if they are behind it. You may do this as many times as you have tokens, with a 90/40/20 second cooldown between. This perk then goes on cooldown until another Token is gained.
When you are the final survivor (you have three tokens), Dark Passenger activates. You become fully healed if injured and breaking down doors now has no cooldown between attempts (but can activate as much as desired). However, you no longer gain Endurance.
If you successfully escape the round, you gain 1000 bonus BP per Token up to a total of 3000 bonus BP.
- "What's wrong with him exactly?"
"Gimmie the ######### creeps."
- Darkly Dreaming Dexter -
@DwightDwigt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737693#Comment_3737693
Agreed!
Let the people lute!
Legit this is the only reason I use this perk. The buff isn't that consistent.
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@OrangeBear said:
Just for killers and survivors nobody else
OK this one made me laugh, thanks for adding some perspective and levity.
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Genrushing squads like these DO exist and they ARE obnoxious but they're not toxic.
Generator speed is an issue, yes, but I don't think it's the Survivors using tools given to them to blame. Rather, blame that you can bring Commodious, which is overtuned, with BNP+Spool and then also stack perks like Resilience on it. This actually isn't uncommon. Then some people also bring Built to Last so they just have a forever box and it never stops being useful.
I think toolboxes are the issue and maybe need a glance-over to balance them and their addons, it does feel really bad when people stack meta and toolboxes like this. Generator regression and hold is clearly not the answer, but a lot of the weaker Killers need some help here; rounds can be done before half of them get a chance to do much.
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Excuse me but what?
99ing a stalk as Ghostface and managing it without being seen to instant down takes skill since you can lose your cover, so you need to be good at stealth play and timing period.
Managing to properly use Frenzy as Legion to get a five chain and instant down takes skill, it is very rare against good Survivors to even properly make it happen.
Managing your stalk as Myers does in fact take skill, you can lose access to this if you stalk too much and you miss out on tons of pressure if you don't time it right to help in chase.
Steering Bubba and Billy and Oni in speed takes skill because one wrong move takes you out of it.
Instant down Killers DEFINITELY take skill to use and saying they don't, is like saying that knowing how and when to use certain items to help your team as Survivor doesn't take skill. It does, teamwork's a skill.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740542#Comment_3740542
Can I ask you, Why you want to unlock every Killer perk? Im asking to the reason why you do it?
Some people are completionists.
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Yeah I felt like the Bloodlust Exposed down was quite cheap last year too.
I feel like the effects this year are more fair, more fun, more balanced, and not too terribly sweaty. it's really hard to fault people playing with Quiet Mode (not even remotely sweaty it's just Iron Will on demand) or remote hooking (There are more toolboxes than ever and the sabo buff is still a thing; it gives M1s a reason to not tunnel unhooks because they save the time by doing the autohook, a good change that with some tweaks would make GREAT basekit antitunnel IMHO).
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Not my experience. I'm having a great time as a casual Survivor, just vibing win or loss, playing for BP and playing around with the event powers. I'm sure it will be a more fun vibe on Killer as well, the last modes were for me! I do not feel like the mode is overpowered for anyone in the slightest though it DOES feel slightly more Killer-sided. But why should I care about that again? I'm raking in BP left right and center, prestiging people, and having a blast doing it with my friends. :)
NGL I am really a fan of the modes, both sides. Finally, something more casual instead of a ranked MMR mode, I can get something win or lose and the sweat in my experience is SUPER minimal (though there still) compared to the base game.
Maybe just play the normal base game if that's not for you?
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How about the dice banner? I really want that one, it melds my love of tabletop gaming AND horror! Was that really only a newsletter exclusive? :(
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Quiet mode has saved my ass multiple times, it's definitely stronger than it seems. And a well timed window block on the right map can turn a hit into a near miss, or block off things like Shack making it really problematic for some Killers to deal with. Survivors definitely have decent tools this time around.
Overall, Killer abilities this time are stronger - but I have to remind you, that's OK. Killer stuff is ALWAYS supposed to be stronger because they're the 1 in the 4v1. They have to be stronger. It's FINE for them to have a pallet break, a remote hook, a stun endure. If you really cannot handle this maybe it's time to work on looping skills a bit more, learning to conserve strong pallets instead of predropping, handling chase if the Killer can't be stunned, or bring perks to help? There's absolutely no shame in that. :) You have the tools. You just need to be willing to use them.
I lowkey think with some tweaking, the remote hooking could be an amazing antitunnel tool for base game too. If the Killer can sacrifice something or need to build tokens to use an auto hook feature that say… shoves someone on the furthest hook from them, that could solve a lot of issues with tunnelling and proxy camping already. It could also reduce the power of certain bully tactics used primarily on weaker, baby, and M1 Killers. I don't see why we don't have some sort of alternative to hooking, actually. It could change the game for the better.
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This has been a complaint about this map for years. The real issue is that too many of the pallets that are there are too strong or god pallets, while others are just filler for no reason.
They need to rebalance some of these pallet based loops, there is no mindgaming around a junk pallet and it makes chase boring and unfun. Nobody enjoys having to bash or drop twenty pallets. It makes the game feel like a non-challenge against some Killers and impossible AS those Killers.
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Well, Devs technically don't WANT you to do this, but it's not against the rules and will not get you banned. You're allowed to play this way despite what anyone else says.
I would much rather "another boring farming round" than a bunch of 4 man bleedouts.
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I have never liked Chewed Pen or Lasting Perfume, they both encourage camping as Ghostie and I think his reveal should jus take 3 seconds anyway. So here ideas I had for new addon if Ghostface got them, applied to those:
Unsolved Murder Headline (Replaces Chewed Pen)
Rare Night Shroud AddonThe initial headline article that sowed chaos in Roseville and caused people to check for Ghosts everywhere, even when he wasn't actually present. Wracked by deep paranoia, the city could only lock their doors and wait to see who would die next.
After activating Night Shroud, 5 seconds after doing so, Survivors will begin to become Paranoid and experience fake images and effects unpredictably. Whenever a Survivor experiences one and you are at least 24 m away, their Aura is revealed to you for the next 5 seconds. These effects can include fake Marks, false images of The Ghost Face stalking or approaching them, or a false Terror Radius coming from nearby dull Totems. These effects end after leaving Night Shroud by any means.
"What's wrong with you? You look like you've seen a Ghost." - The Ghost Face
Undeveloped Film Roll (Replaces Lasting Perfume)
Rare Night Shroud AddonA roll of film he never developed, containing the final photographs of several victims later found dead in their homes from multiple stab wounds. Nobody ever caught the perpetrator behind these murders, and nobody ever will.
After activating Night Shroud, Survivor Auras are revealed to you for the next 5 seconds. While in Night Shroud, you can see the aura of Generators being repaired by the intensity of their Auras.
"I have just one question for you. What door am I at?" - The Ghost Face
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@fluffyloki64 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739445#Comment_3739445
Hey, someone who plays both sides here. I've noticed that it's really easy to play Killer right now and Survivor is miserable. I see 4ks almost every game no matter what side I play. It's gotten to the point where I feel bad just for playing killer and I usually let the last one go. It feels like you can run any build on the killer's end and win as long as you're not against a sweaty swf. And before I get told I'm a bad survivor, I can pretty consistently get 3 gen chases but I can't do much against getting proxy camped and tunneled as soon as I get unhooked. I very rarely get teammates who can run decent chases and I feel like I can't have fun on the survivor end.
Also someone playing both sides here. I want to caution that your experience isn't everyone's.
I've not really noticed any change. I have not seen my Survivor escape rate change at all. It was actually much more common for me to escape during MFT Meta, but my escape rate is about… I'd say… 4/10 games. So, about 40%. I haven't noticed more 4ks that usual, my SWF always either is stomp or be stomped to the point I sometimes feel bad and even give my Kill, but I have seen an increase in 1-3ks lately indicating balance. A four man out is exceedingly rare. But all of this hardly matters because I win Survivor by pipping, and I have pipped just fine easily every round since the depip removal. I'm happy with this.
Meanwhile I watched my Killer winrate (I consider 2k or better a win like the Devs do, but don't really care if I only 1k) turn from about 50% of the time to 60% on all Killers I play, and since I prefer M1s and play maybe one killer above a B tier (Pinhead and I am new to him), this is a vast improvement. My games have more breathing room and I feel more free to mess up and still do OK. I haven't had many 0ks since any of these changes which is a huge improvement. Since depips are gone, I know as long as I max my power and try my best, I can still do fine and pip easily without tryharding for the 4k every time as say, Ghostface or something. I'm happy with this.
Perhaps we all just need to shift our mindset on what a "win" is?
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Every day we lack Chaos Shuffle is a day a brand new baby Survivor or Killer cries because of lack of BP and Party Streamers in a casual mode. They are starving to death, there is no fun only sweat and tears. They glance from the gutters with pitiable eyes and saddened, withered faces as they scrape by to learn in this meta-clogged existence.
Please BHVR, the children. They suffer. My sweet, innocent younger Ghostfacelings need their BP and the ability to learn the Killer in peace without worrying about perks. My beloved little Survivor friends in SWF cry for justice. Bring back Chaos Shuffle so I may easily earn enough BP to provide for my children, can relax, and finally be able to enjoy a game without regards for wins or losses again.
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The problem with any side objective is that you can lead Survivors to the objective but can't make them do it.
At this point the only thing that will help is removing or reworking unfun changes that promote frustrating the other side but don't do anything for most people because it's a waste of time (like the sabo buff), doing a pass on generator progression to put it all in line with each other (I don't see why it's okay that Resi gives 9% for being hit while MFT gave 3% in chase for the same activation condition; perks that activate on injury like that simply aren't a good idea), and/or adding some sort of secondary objective TO gens that is mandatory. The other option? Buff older Killers that need it (and before anyone trots out the tired argument of "but Nurse tho lol buff her great idea", I would say rework Nurse's power ENTIRELY, she 's due one as her power is STILL too oppressive and will always be in this state).
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This could really help become an anti-denial perk that helps prevent some of the most obnoxious kinds of gameplay, plus could strengthen some weaker Killers. But it'd need to be on a toxen system maybe, possibly tied to bloodlust?
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739500#Comment_3739500
Not only is this not happening, but it's actually the other way around.
I've decided to play survivor during the event and one or two killers are ready to farm and meme, but the rest are using the strongest perks and add-ons with full intention of tunneling people instantly while survivors are blissfully unaware of what's going on and are running around picking up invites and cleansing totems or opening chests.
I literally just finished a game where the killer slugged and tunneled everyone they could. We left with barely 15k while they got 71k points.
Killers are ruining the event.
Us vs. Them is cringe and the fact of the matter is BOTH SIDES sweat during events. Please let's not pretend it's only one side. Survivors AND Killers both sweat hard during events.
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It's not really a party game but it sure as hell ain't meant to be taken too seriously when you can pet a Demogorgon, spam a lute, or teabag dance with Ghostface in it.
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@Junylar said:
The target killrate is 60%, and some killers were overdoing the plan up to 70+%, so they decided to nerf all the killers a bit and buff individual killers, such as Bubba and Slinger. Still, with the weakest killers reaching almost 60% killrate, the killer role is far from being weak, it's even far from being on par with survivors.
Not all Killers, there's still a handful that struggle to do well and are well below 60%. I assume these Killers will be buffed in due time.
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@Marc_123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739496#Comment_3739496
They use special rules for balance.
As there are 2 different modes with the masquerade i think the hardcore players play this first at the moment.
Got my first game and they were also pretty strong.
That's what is happening, the hardcore people play hardcore to get tome stuff done, then they will move back to the main mode. Happened for the Modes, will happen here.
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I mean I don't really care, I haven't been bringing items because toolboxes are getting me tunnelled, because every single Killer thinks I want to sabo.
I can always get more items, anyway.
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Everyone plays sweaty the first week of the event. People that never play come back and are obnoxious. This happens both sides.
When is BHVR going to learn not to just boost BP and to just make the boosts permanent forever all the time (no more Blood Hunts, none of that, they are sweatfests - their bonus should be basekit gain), and to actually do SOMETHING to make it so players can't grief each other?
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@I_Cant_Loop said:
I know a lot of people love the events, but I'm not one of them. During these events you have to be in a totally different mindset of "I just don't care what happens in the match" because there's so much more stuff going on that is outside the boundaries of normal gameplay. It's just me personally, but I can't get into that mindset. I have more fun in normal matches. I usually play the events sparingly until I get any new cosmetics that I want and then play different games until it's over.
Yeah I genuinely hate events, they are the sweatiest things alive and if I want to have any fun I also have to sweat. I wanna be vibey AND get some results. I want maybe a 1-3k without having to be the most nasty human alive to do it, or at least enough time to get enough BP to enjoy the event.
I don't wanna be a sweaty Pinhead running Iri Box with Impaling Wire and unfun perks like Franklin's to combat toolboxes, I WANT to be Pinhex with chain casting reduction running cool thematic "pleasure or pain" style hex related builds so everyone gets lots of BP regardless of who wins because they have to do totems and still get a few Kills then let the rest go while giving goofy nodders. I don't want to bring max slowdown Tombstone Myers and send everyone to Lerys, I WANT to run low terror radius scary Myers and send them to Hawkins for fun jumpscares time and still be allowed to do well. I don't want to run max injury pressure forever Broken Legion or four slowdown slug them all Ghostface, I want to do cool zoomies with a chase build and stealth stuff with Dark Devotion or Trail of Torment for fun and still do OK.I don't WANT to run the same four meta perks of WoO Lithe Resilence DS with a Commodious with BNP+Spool JUST to have a chance at escape, I want to run Aestri with fun perks that are there to be cute for my team and still get something from the round. I wanna be stealth Sadako and Memeolas Cage with Bardic Inspiration and a chill Vecna and a vibey Sable with four scream perks for funsies and a cool Nemesis running Mad Grit and Nemesis for the silliness and a friendly Bill who gets to boop the Pig's snoot during events.
And I can't during events, because I feel I HAVE GOT to run meta all the time, constantly or I won't get anything out of a round.
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@Peanits said:
Sorry to hear you aren't enjoying the event so far. Is there something in particular that people are doing that is ruining it for you?
You changed a bunch of generator regression and progression stuff, then hyperbuffed sabotaging with toolboxes before an event that gives a bunch of toolboxes. Killers with weaker kits, and especially ones like my Main Ghostface, who already struggle to get a 60% killrate are suffering because of these changes. It is really, really, REALLY unfun to be an M1 Killer Main right now as a result meaning in order to get anywhere, these Killers may have to slug everyone - which isn't fun to be on the receiving end of OR do.
The things people are doing in particular is the same sort of bully tactics as ever: a bunch of sabotaging of hooks, and bringing maps with bad hook RNG that this can be abused on like Badham, then forcing further hookspawns. The Sabotaging buff may have had good intentions of helping to pull people off gens and give Killers a breather, but it was a mistake in terms of reducing toxicity. It doesn't pull anyone off gens, it just means they dump toolboxes in gens anyway and those who wish to ruin the experience for newer Killers will sabotage even harder, making the game feel awful for them and breeding toxic responses.
As for the event? You brought back the blocking of windows in ways that can create infinite loops for some Killers AGAIN, it was bad last year and it's bad now, just SCRAP this mechanic PLEASE. There's a Tryks thing that can heal the whole party and deflate all pressure during critical pressure moments and the Exposed just isn't long enough to help - and when it does, it creates a situation where a four man slug can happen, and rhe worst part is this can happen at random. You don't even know when it will happen, it could just happen and accidentally screw you over at the worst time.
I know you and the other Devs INTEND these events and new mechanics to be fun "let's just be silly and wacky" for everyone, but that ISN'T how people play them when bloodpoint gains are increased. People want to max points, so of course they bring the items and perks that help them win more frequently and provide guaranteed value. Perks like Lithe, Resilience (why is this allowed to buff all actions by 9% when MFT was nerfed for the same thing over 3%, being injured to activate it?), and items like Commodious Toolbox. Perks like doubled up Pain Res and Grim Embrace, the strongest Killers in the roster like Nurse and Blight, and the strongest addons for those Killers. The result is an unfun sweaty mess for everyone at what's supposed to be a celebration of what makes Dead by Daylight fun and great - and as ever, SoloQ and Killers considered to have weaker kits (particilarly M1s) get hit the absolute hardest and have the worst time because SWFs and stronger Killer Mains want to sweat for high BP gains. And the same thing happened with Blood Moon, and the same thing happens every time you run Blood Hunts. Literally the ONLY time these events and special things are any fun at all for casual players like me, is when you do modes like Lights Out (perkless) or Chaos Shuffle(no bringing any sort of strong build, you get what you get). Then it feels fair, fun, balanced, and enjoyable.
If you want to fix this behavior, you need to increase the BP gain, remove the BP cap, and make the events fully be about fun both sides. I'm really disappointed you didn't even consider just bringing back something like Chaos Shuffle but adding Tryks events to make it more fun, and even more disappointed you didn't seem to learn from how sweaty last year was, Summer BBQ was, and Blood Moon was.
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All my Mains. :) I have several Mains.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737879#Comment_3737879
Killers are forbidden from lunging at a nearby survivor, if a body blocking survivor is closer, because the proximity check will say the killer is “too close” to be allowed to lunge.
Oh, THAT'S why it makes me force M1 when I just want to hit the unhooker for pressure.
I get it but that feels really dumb. :/
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@Jaredleto1234 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739276#Comment_3739276
Maybe me playing at high MMR against strong killers is skewing my stats. I guess my point would be no killer should have over a 60% killrate, and no killer should be below 55%. If either of those two things exist tuning needs to happen.
This I agree with, but let's tighten it in light of the fact we literally have SWFs that can win almost 50% of the time if strong enough.
I think the Killrate range that is acceptable is between 57-65%. No higher and no lower. Killer should always basekit feel and be much stronger than Survivor, period. I want my Survivor games to feel challenging, without the Killer having to resort to nasty tactics to do well.
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@hermitkermit said:
Lots of heated opinions here. Mine is that yes, survivor feels really bad right now but not because killers are more "toxic' or because killer players are specifically playing any differently, it's more because BHVR is starting to balance out the killrates to a 60% (I'm not sure if their goal is for all individual killers to have a 60% killrate and not just killers as a whole).
They're making killers stronger, and so it will take time to adjust to the fact that if you're playing survivor you will lose more often. You are designed to have a 40% chance to make it out (I'm not sure if it's 40% among the four survivors or each individual survivor has a 40% to survive). I know people disagree with that, because they don't believe in statistics, but frankly I find it difficult to engage in a conversation like that because if we can't rely on any actual evidence then it's source: trust me bro and I don't see that as an acceptable way to defend/present a point lol
I don't think they are more "toxic" but by design they are winning more often which can take time to adjust to.
Finally someone sane. It's true, Killers have been made stronger so that overall, it's more balanced - and that takes getting used to. It will be a while, but soon people will understand
I play Survivor side too. 60% of the time in fact. I play Survivor more than I play Killer most of the time. I play Survivor to hang with friends and don't care if I win or not, I play Killer for actual fun because to me that role's just more fun. I get to do more cool plays, it's more fun to me.
You are designed to lose 40% of the time as Survivor. That's not that far off from a 50% winrate. A 60% KILLrate not WINrate (not the same thing) is a 2.5k - two out with the other two having some hooks. So a tie. The game is balanced around a tie. The game and the Devs WANT you to tie. 4ks and 4 man outs are intended to be rare; you should be aiming for a couple out/1-3k each round, NOT 4k/4e. If you are in that ballpark of some escaping and some not, then congrats, you are decent at the game, it's fine, let it go. A 40% winrate is still great, and in fact the 48% you see 4 mans get is the outlier, proving that a coordinated SWF is nearly as strong as the weakest Killer. Weaker Killers do not stand much chance in that situation, which is why we see Killers lobby dodge groups like that. It's an issue.
The reason Devs want a 60% Killrate is to make Killers be even overall and have basekit good strength, so they may not have to crutch on perks like Pain Res all the time. They are still working on SEVERAL Killers to make this be the case, there's a handful of outliers (three last I checked) that are still struggling and a couple more than just need a few more buffs to make them closer to 60%. The majority of Killers are fine so they nerfed gen regress.
The problem is that doesn't help those Killers that do still need gen regress. Frankly, they did all the right things together at the wrong time - changed gen regress and did a few tweaks for Killer, and then also increased sabo and some gen progression perks for Survivor. This naturally leads to a slugging meta and a lot of "throw it in, see what works" on Killers just trying to make anything work. The sabo buff was an overbuff and what really needed to happen was another pass on toolbox strength/charges overall, some MINOR tweaks to buff sabo slightly maybe and a lot of little nerfs to generator progression, and some looking at the addons for toolboxes. I am of the opinion toolboxes should only do either sabo or progression, not both - and toolboxes are my favorite thing to bring.
All this buff did was embolden bullies to pick on weak, M1, baby, or inexperienced/rusty Killers who can't combat slugging as well, and nothing for anyone else - everyone else just shoves the charges on a gen, so nothing changed except a buff to one of the most obnoxious sorts of nuisance SWFs imaginable. In light of that… yeah. Of course Killers play nasty, especially weaker ones. They're all super frustrated because it looks like the Devs don't give a damn about them.
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Happy anniversary. I hope everyone's games aren't too sweaty!
Time to binge screech cobblers and rake in the BP!
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Pop's not amazing right now. They should rebuff it to 25% and leave it alone, it was fine at 30% before the genkick buff and will be fine at 25% with it. It's not a good all-rounder pick anymore and the change sadly only really hits the Killers that needed it the hardest of all, all because it could be stacked.
This is why meta, all meta, needs toning down. It was done for Killers. Now it's time to do it for Survivor meta as well, we got Adren but that isn't enough. Nothing should be so strong it's "the obvious choice or you're throwing" and nothing should be so strong it turns the tide of a lost game in your favor SHARPLY just by existing.
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Deliverance is fine as it is, it's already quite a strong perk and if used in a stealthy build, means the Killer loses their pressure as well as the ability to keep pressuring you. It should only ever activate once a round and never in endgame.
I do think maybe, MAYBE it should activate on second hook if you didn't get to use it before first hook, like you couldn't save, got hooked, then unhook someone and got hooked again. Or if you get tunnelled off the hook. But it shouldn't activate more than once a round period.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737204#Comment_3737204
It works on the same concept as the Forced short M1 attack bug that can steal hits from the killer. The grab validation is completely separate from the hit validation, so the game can force a short M1 attack that misses the survivor.
That's another irritant, aim dressing. I like to spread injury pressure by going for someone unhooking sometimes, letting the unhooked person go so they don't feel tunnelled out, but then I am also causal. Sometimes the aim dressing forces me to hit the unhooked person instead especially if I come from the wrong angle, and then since the obvious target is right there (I'm not gonna hit the healthy person for the longer chase, why would I?), the end result is a tunnel off hook.
I wish the aim dressing didn't do this so I could give everyone a chase and some fun, maybe even get a hook trade this way?
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I think for health reasons Surge needs a very light buff. Maybe 10%, with the 5% kick it's 15%, that's fine probably. No issue.
Gen optimization is allowed, but currently it is a slight problem especially with many gen perks having been reduced in efficacy. I see no reason we couldn't balance everything progression across the board to make it more equal. Give easy to proc perks like Resilience or Prove Thyself a 3% buff and no more, while perks with more risk such as Potential Energy or even Weaving Spiders (which I think should be 80-90 seconds, same as a gen, NOT 60 for the effect it gives) have a stronger effect BECAUSE they are risky.
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There needs to be something to deal with this yes, but I don't think basekit Unbreakable is it. It's way too abusable.
The issue is, BHVR needs to come up with something fair, something that doesn't allow for a SWF to just abuse it with perks like Plot Twist or something, and that doesn't penalize the Killer for an honest mistake or a good play using a down for pressure properly (that is, not slugging toxically). The proposed solution before didn't do that, and people hated it as a result.
If it is going in the game, then like the AFC and the anti-3gen, it needs to ONLY mostly punish people who do it on purpose. Not anyone else. That's a delicate balance to try and strike especially when some Killers do down pressure really well.
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I don't think we need more tools that can be stacked with other repair tools for strong effects that way, we already have a bit of an issue with that and I don't think adding more is the answer. If Killers aren't allowed to stack regression to superslow the game, why can Survivors stack progression to superspeed the game?
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Just give every toolbox 16-20 charges, make some repair only and some sabo only (no cross-use anymore) and call it a day, Commodious especially and the purple toolboxes are quite overtuned now. The others are probably OK.
Repair stacking is an issue. Hell I would even go so far as to normalize some repair perks, like Resilience, down to 3% only. You shouldn't get free extra value for something when stacked together for something as simple as being injured, MFT proved that. Without repair stacking, the games progress just fine in a flow all their own. But with it, the games progress too quickly for a lot of Killers to handle. For the good of game health, repair stacking has to be addressed.
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The devs recently buffed stuff that makes it harder to hook, and nerfed stuff to make it harder to defend generators. Of course Killers are defaulting to the most basic tools in the kit - all the ones Survivors really hate like tunnelling and slugging.
It's not toxic. It's desperation. They don't feel they can do anything and it's put the entire Killer community on edge. For the health of the game, I think BHVR needs to revert some of these changes or do something to even it out on Survivor side. They didn't do enough and they pushed too many of these changes too fast. Doing it in the same patch as the Weaving Spiders and sabo buffs was also tone deaf and looks like they don't care about Killers. That's not true, but to people who care about balance changes it does look like a "screw you" to anyone who plays Killer.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737643#Comment_3737643
Everything your opponent does in a multiplayer game is "anti fun". You want to hook. Survivors don't want you to hook. They're using tools that hinder you from doing the stuff you want to do. That's never going to feel good but that's the nature of a competitive game.
You're right. The other side playing to win is fine, and can never be antifun. It's okay to tunnel at 5 gens, slug everyone for a four man bleedout and stand there, bring the Killer to Badham and abuse the current sabo speed to block every hook and make them down you in the basement where there's no hooks, and blindfarm people who don't want it because they want to win. They surely aren't doing that because it's a way to annoy the other side at all and make them want to DC. Everyone always plays this way JUST because they wanna win, it's not antifun or a problem at all. These are all fair and fun situations.
In fact why not bring back FTP+BU, old DH, old MFT, old Ruin+Undying, CoBruption, and Gen Merchant too? Those were all fair and fun too, people just want to win and it's okay to hinder the game using tools that prevent the other side from doing what they want! It doesn't feel good, but that's just the nature of a competitive game, baby! More frustrating and annoying issues to work around in a game that can already be frustrating, please; if you complain about this you're just a big baby mad that the other side wants to win and you shouldn't play competitive games.
Just because something is a tool used to win doesn't mean it's good for the game or fair. And doesn't mean that it belongs in a competitive game. If DBD is going to be competitive it needs stuff like this taken out. Being forced into a no-win scenario isn't okay. You don't say that tripping your opponent in soccer/football is okay, so then why is it here? What competitive advantage is there in being able to multiblind someone before they can get out of an animation? How many times do you REALLY need to blind the Killer before you get your blind value and can escape?
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@Kaethela said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737396#Comment_3737396
you can kick pallets while blind
You can kick a pallet while blind but that's not what I mean. I'm talking about being unable to do that because you go from a blind animation immediately into another blind animation because of how someone aimed their Beamer at you… which can happen. Blinds 95% of the time are a mistake you made or an outplay. This isn't that. You cannot kick the pallet when you get blinded, come out of the animation against a purple beamer, and IMMEDIATELY start get blinded again while in the animation to be blinded again by the same beamer with no chance to start the kick. That's the issue, you can get locked into the animation, come out of it, and then before you can react you get locked into the animation again. I can't think of anything Survivor side that the Killer can do that does that except maybe two scream perks happening to go off at once against Doctor or something.
There was no need for Ellen to do what she did in my round. She didn't want to win. She wanted to farm blinds off me. I wanted a serious game, she didn't, I was not having fun and didn't want to continue. I didn't feel like I got a round because I was unable to shake this person who solely wanted her blind challenge. Someone please tell me how that's fun or ok?
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737365#Comment_3737365
Smaller? You want the smallest map in the game to be even smaller?
Smallest map in the game? On one floor maybe. The map is two floors. That doubles its size, you know that. Or is The Game "small" too just accounting for the first floor?
The map is bad and should have just been the dungeon, expanded a bit with a tinier outside area. That is what I mean by "smaller." But sure, put words in my mouth I guess.
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735311#Comment_3735311
I don’t know what MMR you think you’re playing at but I’m mid level and I have yet to see any lobbies full of toolboxes or sabo squads and me and my friends certainly aren’t running them. We’ve all been running the bard perk to do full on meme matches every time. 🤣🤣
I was actually telling someone that I’m surprised I haven’t been seeing hardly any toolboxes since the buff and if I do, they’re being used on gens, not sabos.
Once again I think this his simply a case of freak out propaganda. Everyone saw the patch notes, starting screaming about the toolboxes and now everyone is taking this combo because they’re being told HERE COME THE SABO BULLY SQUADS GETS READY!” rather than them actually facing any of these so-called sabo bully squads.
"I am not seeing or being affected by the issue, so the issue doesn't exist and you're all overblowing it."
It's all well and good that YOU haven't faced this, but lots of us have. it's an issue even if it's not an issue for you yet.
More and more both here and on the subreddit, I am seeing people point out toolboxes are overpowered and unfun to deal with now. There's not a snowball's chance in hell BHVR doesn't read all those complaints and realize MAYBE they overtuned it and then undoes it in a midchapter patch to some point.
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@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737396#Comment_3737396
I hope you're joking. Look, anything that can potentially make you lose on either side can be a bit annoying and frustrating at times, but I don't think being blinded while kicking the pallet, which will be broken after the blind is done, is the same as being locked into an animation and losing your next hook.
Problem is I've had the "locked animation, lose hook" thing too. Both things can be frustrating antifun, I just don't think we should be promoting stuff that's antifun.
I think you also missed where I said I COULDN'T react to it. It's not being blinded while at a pallet and then breaking it. I was blinded at shack pallet, and while coming out of the animation I started to get blinded again, and once I came out of the animation that is what happened. I was blinded again because she sat behind the god pallet, pointed it the same direction, and blinded me AGAIN before I could even react. There wasn't any "kick the pallet" because I had no time to kick the pallet, I went from animation right into animation. She had a beamer with blind speed addons.
So, she stunlocked me. Now if that's not supposed to happen and it's a glitch, BHVR needs to fix it. If it IS supposed to happen, that's problematic and shouldn't be in the game; there is no reason on earth you'd need to double-blind a Killer that way unless you want to be a nuisance. It doesn't buy more time, and it doesn't serve a purpose. How many times do you really need to blind the Killer to buy your team time?
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I agree it might be time or some sort of buffer blind immunity; I had the most frustrating game in the world against an Ellen that would NOT let me even so much as hook once, she just followed me around so I couldn't go after anyone else and couldn't use my power. She wanted to blind-farm me. Why? because I loaded in as Ghostface and she decided I would be a) friendly, b) an easy target and she took advantage of that with her Beamer to drop god pallets and blind me repeatedly so I couldn't bash them until SHE was done. I got fed up, sat at the door and waited for her to get bored so I could open the gates after they finished the gens so we could all go next, because she deadass would not let me play the game with ANYONE ELSE, because her blind challenge was the only thing that mattered to her. Nothing else. Nobody else's chase or enjoyment, nobody else's fun.
She followed me, and kept trying to blind the back of my head, begging and pleading to let her blind-farm me. I got frustrated and DCed, then got off for the day because I wasn't having any fun and didn't want to throw on Lightborne for one flashlight, why would I?
This isn't a common situation, but it's not that uncommon either. Players should not be able to farm other players for points against their will like this. There is no tactical reason to multistun the Killer this many times in a row. There is no need to do it except to be a jerk or get your points for a tome challenge. it's frustrating as hell to face. It's not fun. Please add a buffer so the Killer can at least look away before the Survivor can do this again. You can't double-stun Survivors this way, why can we double-stun Killers this way?
Stunlocking isn't a fun mechanic.
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People are already complaining gens are too fast and these nerfs didn't help.
I'm of the opinion that the nerfs to Pain Res were fine, and I sorta get the nerf to Grim Embrace but I think it wasn't needed - if anything buff it a bit more. Pop was too much, set it at 25%. Deadlock being touched at all is questionable - did they mix it up with Dead Man's Switch, the ACTUALLY problematic perk with Pain Res?
Either buff basekit regression more, or return these to some of their former values and make it harder to combo some of them. There ARE still gen control options in the game but it's frustrating there isn't one that's strong, yet Survivors seem to have all these strong gen progression things or tools they can stack in a SWF to counter even one of these Killer perks. Some perks have questionable progression bonuses too, which aren't necessary to make the perk useful.
Rebalance toolboxes across the board like with medkits. Remove the speed buff from Deja Vu as that was only a fix for 3genning, or keep it but have it no higher than 3%. Reduce Resilience's buff to 3% - nothing that easy to activate should be more than 3% because you can stack these buffs with items and other perks. Stuff that has a risk attached, like Potential Energy, can stay as it is because there's a chance you could lose the benefit. This will put perks like Resilience in line with perks like Bardic Inspiration, Fast Track, and other similar gen progression perks like Hyperfocus. You shouldn't be able to stack a Commodious box, a bunch of progression perks, and a BNP that way for something like an absurd 50-100% generator progression speed or more that knocks what should take maybe a minute or so down to 40 seconds. Do this, and I promise there will be a lot less need for Killers to run generator slowdown because gens won't go as fast, AND Survivors still get the dopamine hit of generators progressing at a good enough pace - they just need to think about what they bring now.