VibranToucan
VibranToucan
About
- Username
- VibranToucan
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Posts like this make me understand why BHVR doesn't usually take advice from the forums.
-Advertising for a 50% killrate means balancing around low mmr soloqueue Survivors. It would make SWFs even more frustating than it already is.
-You want ALL old perks back? Broken Dead Hard, Broken Decisive Strike, being able to stack Exhaustion Perks, Broken Mettle of Man and that all at the same time?
-You complain about being Slugged by a Killer running a meme build, in a post where you explicitly want more casual builds and where you asked for old DS back, even tho killers basically had to slug to deal with it.
Yeah this exactly why BHVR so rarely takes feedback from the community. No coherent argument, just an "other side OP and evil, please make my side OP" with contradictary and absurd demands. And of course it gets over 30 upvotes…
This is the same reason BHVR refuses to take a look at ingame reports if you didn't also create a ticket on their website. People spam it so much with dumb false reports that its too much for them to evaluate. Same on the forums. People just post stupid stuff like this constantly and it burries the actual well thought out suggestions.
-
Thats the nature of modern life service games. They add and add and add and at some point its not sustainable anymore and the game dies. We aren't near this point yet, but thats just the nature of games like these
-
If you lose Wifi so often that you get DC penalties reguarly, then your internet being bad reguarly ruins the experience of other players as well and you being removed from the pool is justified.
-
@radicalboons said:
I think maybe make a option to just give up? could they do that??? idk
And how would that work?
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862088#Comment_3862088
Surge bypasses it as does pain res
They don't. Surge and Pain Res count towards the 8 times damage limit and do not work on gens that have already reached that limit.
-
Knight has a slowdown ability that can also kind of be used in chase. Knight forces you to run away from his guard, meaning you can't do a gen. If you want to take a risk you can run closer to the knight to make the guard disappear sooner. If you really need to do something you can take a hit and finish it.
It's like the pigs head traps. The head traps are supposed to make you waste time by searching through boxes. If you refuse to do that to focus on generators or something you die. Similarly, knights guards are supposed to make you waste time by running away from gens or other points of interest. If you really want to tho you can take a hit and continue doing your stuff.
-
@Crowman said:
I don't think we should rework a killer because you are having difficulties playing as them when there's dedicated ph msims who enjoy the killer as is and there's over 30 other killers you could play as.
But he is the only one I still need adept on :(
-
The reason survivors go next is because they don't want to be in the game, they wouldn't spend all game hiding. It would extend their time in the game that's the opposite of what they want.
Being constant AFK is already against the rules, as I mentioned in the post, so I don't see why we are considering it for other rules. That's like saying
-
@DestroyerBG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861022#Comment_3861022
Okay time for the counterarguments. The 10 seconds longer hook was added because generator time got increased and camping was very viable option so they added it to compensate. If you see survivors who try to sabotage all game well you slug them. Survivors bot are absolutely worthless because all survivors kill themselves on hook instead of DCing Chucky has always been strong with his built in confusion in loops from his size as for Skullmerchant nobody likes a killer that shuts down every loop instantly and forces a hit. And if you think all the worthless survivor perks that got a buff is so bad think again they are niche not nearly as strong as the still sitting at the top meta with second chance perks. Also for chests if you think getting a brown toolbox or medkit is AMAZING buff I have to disagree with you there. All the buffs for chests were given just so survivors choose to do something else besides generators. But if you want the changes reverted so bad feel free to ask but we will have only one thing to do and that is generators.
First of all: None of this matters. You argued Survivors shouldn't be nerfed more. I responded by arguing you can't say "nerfed more" because Survivors have been buffed this year. If the buffs were justified doesn't matter. Your comment implied Survivors got nerfed recently. This is not true.
The generator time was increased over 2 years ago and the game has been fine. I don't think they are related. In addition to that, you need to repair 5 generators to win, but there are up to 8 unhooks.
You could slug sabotage squads before as well, but they were still pretty strong. Slugging them is harder now since they buffed We're gonna live forever. Also, now in addition to sabo squads, Survivor can be opportunistic and sabotage with gen toolboxes which was technically possible but way too slow before.
Skull Merchant is literally the worst killer in the game now. She was pretty easy to counter before, because you could pick between being scanned or taking a hit, so you could just take the scan the first two times and then take the hit. She was high C tier before her Nerf, but because she upset Survivors who refused to learn her counterplay she got nerfed.
Iron Will got buffed and is now in over 10% of Survivor builds. Deceisive Strike got buffed and it is still very good. Ressurgence got bufed and now its in almost 5% of all Survivor builds. The buffs definitely have effects.
Chests got buffed to the point where Chest builds are viable. Sure not as strong as Lithe Resilence Adrenaline Finesse, but being able to consistently get amazing med kits consistently is pretty great.
-
@Royval said:
I think that’s a bit of a stretch lol
Then what do you propose should we do about Soloqueue survivors constantly giving up over the smallest reasons?
-
@DestroyerBG said:
Yeah sure lets nerf survivors more. At this point I only play with friends solo que games are pain if you keep nerfing survivors nobody will want to play them because it is literally annoying chore to do generators.
10 second longer hook time, stronger sabotage with all toolboxes, whenever a survivor perk got nerfed it got either a (partly) rework or a buff to make up for it, bhvr announced better scratch mark visibility for killers but then decided against it, Survivor bots got several AI improvements, Chests got a massive buff to the point to the point where using them can actually be helpful, Skull Merchant and Chucky have been nerfed into the ground just because some Survivors don't like them.
Survivor have been getting tons of buffs this year. A nerf to survivor can't really be considered to be nerfing them "more"
-
@Masterninja said:
Clown: having so much bottles in his basekit allows him to spam his already easy to use power. He should require more skill.
Bottles from 6 to 4. "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get an extra 7% Hindered. When holding a bottle, the clown can change the throwing arc: normal or with a 60º angle. Now when bottles travel more than 10m, the gas area gets bigger, up to +50%.
_
Legion: their big problem is how boring and annoying mending is for survivors. Another is how one has to depend on their teammates to avoid not getting the instadown.
Feral frenzy no longer applies Deep wounds. Slashing healthy survivors injures them, slashing injured survivors now gives them 3% Hindered until they heal (they also vault 5% slower). After hiting a survivor, the feral slash to the second will give them 2% Hindered, the third survivor suffers 4% and the fourth 6%. The Hindered stacks if the survivor is already injured. I believe players would choose the bit of Hindered rather than the Deep wounds.
The fatigue by cancelling the power goes from 3s to 2,5s and the one by entirely draining the power bar from 3s to 1,5s.
_
Singularity: I want to encourage the use and placement of biopods, not the cannon. The noise of it's footsteps is too loud, needs to be lowered by 75%.
Biopod cooldown after tagging a survivor from 3s to 2,5s and EMPs hack duration from 45s to 30s. Now teleporting to tagged survivors directly with the cannon will remove the tag from them, meaning you will only get one teleport if you use the cannon. Haste from Overclock mode from 3% to 5%. Now to retrieve EMPs from 3D printers, survivors have to complete the (up, down, left, right) mini-game, but there are 20 steps, failing one resets it and reveals the survivor with killer instinct.
Nemesis
Zombie speed from 1m/s to 2m/s. Healthy survivors can put them on the ground for 10s by pressing the interaction button while in contact (they will wiggle with the zombie for 4s while facing continuous skillchecks). Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie within 32m to his location. This cannot be performed near hooked survivors.
Remove the 0,3s lingering hitbox of the Tentacle strike.
Dredge
Remove the background noise (screams) during Nightfall for both the Dredge and survivors. Also remove the dark edges around survivors camera in Nightfall, but Dredge no longer gets hightlighted. Remove the sound and visual effect when Dredge stays hidden in lockers. Lockers exit time outside Nightfall from 1,5s to 1,25s and movement speed while holding the power from 3,8m/s to 3,7m/s. Make the locker placement and number around maps more uniform and consistent, stop with the "twin lockers" spawns cause its terrible.
Trapper
To get free from the traps, survivors need to hold the button for 5s (+1,5s from the initial animation of stepping in the trap). Injured survivors who get caught in bear traps suffer a 5% Hindered until they heal. Trapper can carry and starts with 7 bear traps in hand (none on the ground). Survivors aura and location won't be revealed if they don't scream when trapped.
Now after 45s of being disarmed, traps reactivate by themselves with a sound cue that survivors can hear within 10m. Rework his red and purple addons.
Xenomorph
Cooldown on destroying turrets with tail attacks from 3s to 2,5s. Crawler mode cooldown from 35s to 25s. Tail attack charge time from 0,2s to 0,25s. Xenomorph no longer can lunge his basic attacks while in Crawler mode (like Myers Tier I). Survivors now are able to hear the killer getting back Crawler mode 3 seconds earlier.
Noise made when exiting tunnels reduced by 33%. Hindered when carrying turrets from 35% to 20%.
Clown is already a pretty weak killer. The extra 7% on a direct hit would be nice, but not enough to make up for removing 1/3 of his bottles. Especially considering that this would not really work for his haste bottles. Fingerless gloves are just an alternative playstyle, they aren't automatically more skill intensive or better. The more than 10 meter thing sounds nice, but slightly bigger clouds are an extremely minimal buff, and would make yellow bottle even worse because it makes it even easier for Survivors to take advantage of them too.
Legion: Extended Hindered is absolutely more annoying than having to mend. This would also mean you can't hit the same Survivor twice in the same Frenzy, which you could do before if they mended.
Singularity: The getting EMP minigame just sounds annoying, especially considering Singualrity is a killer than can easily interrupt Survivors. Reducing the EMP duration would drastically buff totem builds and allow Singularity to easily interrupt everything. The cannon thing just sounds annoying for the killer.
Nemesis: Currently Zombies are mostly good to slightly bother Survivors, with some rare use in chase. You changes would flip that, with Survivors being easily able to disable Zombies outside of Chase, but them grabbing you mid chase would kill you. Zombies are good the way they are. They don't need a rework. Removing the lingering hitbox would remove almost all skill expression from the killer. A lot of times a Survivor will dodge the tentacle, but the killer can drag the lingering hitbox onto them to land a hit.
Dredge: This would be a gigabuff that Dredge doesn't need. Removing the outline would make sneaking up on Survivors in Nightfall trivial. Removing twin lockers would vastly increase the amount of lockers Survivors need to individually lock. This would make Dredge even more unbearable in Soloqueue than it already is.
Trapper: If I am not mistaken it currently takes on average 4 attempts to escape from a trap at 1.8 seconds each, so if you do frame perfect escape attempts 7.2 seconds. So this would, on average, decrease the escape time from traps and make a weak killer even worse in that aspect. The lcoation not being revealed thing when not screaming would also be a slight nerf to the character. Giving self rearmed traps an audio cue means they are trivial to redisarm. The hindered when injured sounds nice, but trapper is 4.6 killer with no ability a lot of times. People will generally stay healthy against you, especially with iridescent coil reworked. The carrying 7 traps thing would be nice, but overall these changes would make a bottom tier character even worse.
Xenomorph: Removing the ability to lunge in Crawler mode would likely mean killers would often times not want to be in crawler mode. The tail is nice, but in the same way huntress hatchets are. They are an addition threat. If you run circles around a huntress you might not get hit by hatchets, but you would get M1ed. Restricting Xenomorphs ability to do that would be horrendous and make the killer much worse, especially with the other Nerfs here.
-
@bleep275 said:
forcing the survivors to mend and debuff them is useless? already better than the legion like that
Mending is 12 seconds. There are usually 4 times as many Survivors as Killers, so time is 4 times as important for the killer as the Survivors. So unless you can unleash Victor, find a Survivor and hit them in under 3 seconds, in a way where just hitting with Charlotte was not an option, it will make Victor absolutely useless against injured Survivors.
-
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856610#Comment_3856610
Yes, so if they don't have a history of attaching benefits to skins (and the one example you've mentioned - Huntress - was a bug and fixed), then common sense says this is also a bug.
They didnt have a history of this happening as a bug either. I believe the Wereelk genuinely was a bug and then decided to repeat this mistake because they realised how much money they could make. It fits with their pre planned release structure that if they decided it half a year ago it fits in.
100% this is going to stay in the game over the holidays. If it doesn't, I'll delete this post and change my mind.
-
@SAWII said:
"Never attribute to malice that which is adequately explained by stupidity."
They're bugs. Games have bugs. They'll get fixed.
The game went 8 years without it happening, then it happened twice in a span of roughtly half a year: Both times to things mostly/exclusively available to players who pay real money AND not being adressed in a short time period AND by a company everyone knows only cares about the game from a financial perspective.
-
@HangryMogwai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853748#Comment_3853748
You proved my point. It’s all good, I appreciate your feedback.
I proved your point? By saying Killers shouldnt just let themself get flashlighted? Like genuinely what is your position? Is any killer tjat doesn't go for the 8 hook and leaves survivors longer on the ground for more than 5 seconds a no-skill toxic slugger and tunneler?
-
@HangryMogwai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853728#Comment_3853728
It feels like you missed the point. I appreciate the feedback though. I haven’t seen too many SWFs as killer or survivor though, the few couples teams I did run into were far more detrimental to the team than they were helpful (literally giving up free hooks by trying to body-block their first hook at 5 gens and then just exchanging hooks in an injured state until its just two people trying to do 4-5 gens). Assuming you're right though, that my MMR is too low and assuming your observation is an earnest one, that the last few matches were SWF groups. Is it possible you created the environment you wanted (boosting your MMR beyond your skill level by tunneling and slugging new and solo Q players just to play against SWF groups?) 🤔
Either way it doesn’t change the fact that the game is inherently broken in someway that the survivor solo Q experiences is inherently miserable, and a large number of killers feel like they can only win by tunneling/slugging every match.Why suddenly change the topic? You argued that Killers are too sweaty and toxic and I replied by sharing my experience that Survivors are too sweaty.
Also, where did you get from that I boost my MMR artifically by tunneling? And how does slugging artifically boost your MMR or is toxic instead of just the best play sometimes? "Oh I downed a Survivor and right in front of me is an injured Survivor with a flashlight, better play 'non-toxic' and just pick up and let them get the flashlight save." Is that how you think people should play?
-
You're just low mmr then. Literally my last 4 matches all were 3 or 4 people SFWs bringing map offerings and strong items.
-
@dbd900bach said:
Exactly what sort of information are you trying to find? I know most of everything in this game and using a wiki doesn't seem like the most reliable way, official or not
For example the reason I opened fandom before I made this post was: How long exactly is the exit gate blocked after being caught by the Houndmasters dog?
-
@Na1ts1rhc said:
How much have you played her after the bug fixes? I honestly thought she needed a nerf but after reading the notes it seems like (if they truly did fix the pathing/getting stuck on walls) houndmaster players can officially start dunking on survivors hard especially with decent builds. In other words- I don't think these changes will make her any weaker.
I played a lot before and quite a bit after. She was weak and buggy and now she is weaker and slightly less buggy.
-
Creature's Bone: That change sounds very OP. Giving a better Enduring, which is already a fine perk, onto an add on is too strong.
Knotted Rope: This is one of her best add ons already, especially if paired with Stbfl. I feel like her strongest add ons are the last that need buffing. Now with full Save the Best For Last stacks, this will almost give a 50% attack cooldown.
Fatty Meat: Houndsense is already 45 seconds or just over a minute with Training Book. Getting interrupts + Notifaction that often would be a very strong reveal mechanic.
Iridescent Wheel Handle: This would make it the best add on for her by far. Remember when people complainted about Skull Merchant for 8 seconds of undetectable when placing a drone? Houndmaster can use this add on to get undetectable at will for even longer with an even shorter cooldown, while also bothering Survivors across the map. but it was balanced by the fact that it restricted her mobility and gave Survivors a semi safezone as she would need to give up Undetectable if she got close to the dog. This would definitely make it OP.
-
@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847190#Comment_3847190
Good points but, what you mentioned also mixes in the "swf vs solo Q" problem. That's another point that the devs have been workin on, and I appreciate it. The gap between the swfs and solo Q needs to be bridged as much as possible, to make the game easier to balance. When I play survivor, it's soloQ 99% of the time. Even if used a map offering for advantage, I basically never got value from it. So I never really bring maps for advantage anymore. But, if I play on macmillan and autohaven for many matches in a row, having the ability to go to some other map breathes in fresh air, and I don't get bored anymore.
I personally love Eyrie, Ormond, Dead Dawg, Hawkins, etc. for aeshetics and the vibe. I love these maps on both roles. Sometimes I just wanna go to some of these maps, so I burn an offering. Even if that map is "not good" for my role. I love burning Dead Dawg offering when I play survivor, even though it's a killer-sided map. Why? Because I adore it. I love the western setting, the feel, the buildings, the sunrise (sunset?). Not having the ability to go there and having to rely on RNG to bring me to that map (which could take a week tbh) would suck so much.
I love Eyrie for the desert setting, it feels SO good playin on that map (either role), because the aesthetics are immaculate. And yet, I don't really burn the Eyrie offering, because killers get tilted. Now, if the map was a bit nerfed, killers wouldn't have a problem with it, and we could all have a good time there.
I wouldn't mind premade groups from being unable to bring map offerings. They can indeed gain a lot of advantage even on maps that aren't strongly survivor sided. But solo Q should have a choice. From personal (soloQ) experience, my soloQ teams have basically never got strong advantage from me bringing a certain map and using a certain build with it. Neither have my teams got advantage from 1 rando (not me) bringing a certain map with a certain buiild. The lack of organization, communication, teamplay etc. and the randomness of MMR just don't allow for that to be super effective.
TL;DR - I still stand by the opinion of map offerings being useful for showing which maps need balancing. However, I wouldn't be opposed to SWFs being prevented from bringing map offerings. SoloQ players though should have the ability to bring maps to do challenges or just to break a macmillan streak, to prevent boredom.
"I love *names 4 of the 5 most used map offerings by SWFs" for athestetics. Yeah exactly…
-
@k3ijus said:
https://forums.bhvr.com/dead-by-daylight/discussion/432955/2v8-is-terrible
your whole post basically yelled at surviviors for not doing their objective then calling a previously described killer sided mode extremely survivor sided…
also yes, if you use the weakest killer in a already survivior sided gamemode its likely the trapper wont consistently get kills, there are 6 other killers with 3 new ones being added for each iteration, you seem to forgot 2v8 isnt completed yet.
personally, 2v8 is the most FUN gamemode out there, it caters to surviviors yes but in return it allows for more innovation for both sides and lessens the queue times, i just wish there were a bit less pallets seeing as guide can recreate pallets but other than that every match always gets a good laugh out of me, regardless what role i play
Survivors can play badly and it still win. Killers have access to unfun and powerful tactics, that are unfun for the victim, but even when used Survivors will generally win. Killer feels oppressive, but actually Survivor is oppressive.
Even the weakest killer should stand a chance. If they cant do that, they need to rebalance the mode even harder.
It only lessens the queue times for Survivors playing 2v8. Killer and regular mode still have horrendous queue times.
-
No. If a SWF keeps brining map offerings for the same map they will get the advantage of killers, even if the map is balanced. The more the exclusively play that map the better they are prepared for that map. Even if all maps were perfectly balanced, that would give the people bringing map offering an advantage because they can bring perks that synergise well with certain maps (for example balanced landing) and learn the loops on that map better. #
Map offerings need to be removed.
-
@radiantHero23 said:
Fun > competetive.
I don't mind losing in 2v8 as killer. I also don't mind waiting a ton of time. Talked to a friend the last few days that plays ff14 and they told the that queue times can be a LOT worse.
I can also start drawing in my sketch book while waiting.
2v8 is a lot more fun to me than 1v4. Sure, it's a lot less balanced and yes, survivor is very strong to some degree. Do I care though?
Not one bit.
I can play killer with a friend.
Ive been playing dbd for a long time and around 75-80% of my play time is on killer. Playing coop is some of the best time I ever had playing this game.
Now they just need to add pig and life is good. 🐽
From how the blight skin from resident evil is banned, I think its unlikely we'll see killers from other franchises in 2v8 any time soon.
-
@caipt said:
There is a difference between camping and not handing the survivors an unhook. If the survivor being chased has sense they'll loop somewhere else or go for the trade. If killers can facecamp in this iteration then it will be on the survivors.
Ye, but with 7 randoms odds are you get teammates who just loop wherever. I agree that survivors can coordinate around camping, but in this mode people dont coordinate.
-
Update: So I flushed my DNS, restarted my PC and router, unplugged and replugged everything, updated my drivers and it works now. Idk why it was just DbD or what exactly fixed it, but it works now.
-
The gen damage limit was introduced long after skull merchants rework. It had nothing to do with her
-
Can't you drop down on the bar from above and disable it from there?
-
Honestly, my only issue with the new Mori system is that it's going to make the Tome challenges and daily rituals of "Kill a survivor with your hands as X killer" harder and more annoying.
-
@Ilikechips said:
More maps will be made smaller, more survivor perks will be made useless, more killers will get reworks (buffs), more items will be nerfed.
If you think the game will get better for survivors you would be nieve. You got the HUD update, that should keep survivors happy for the next decade.
Have to keep that 60%+ killrate for killers going strong.
What are you talking about?
Hook stage durations have been lengthened. Survivor perks get buffed every major patch. The last item update was a toolbox buff. Both sides are getting constant buffs.
-
@Lenny197 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785671#Comment_3785671
I'm not sure if OP means gates as portals because I'm pretty sure portals change was written in the patch note. I don't think hatch location was ever mentioned at all in any patch notes, like it kinda defeats the purpose of trying to find the hatch?
Also every map has 8 predertermined hatch locations and learning them is part of the game.
-
@Lenny197 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785671#Comment_3785671
I'm not sure if OP means gates as portals because I'm pretty sure portals change was written in the patch note. I don't think hatch location was ever mentioned at all in any patch notes, like it kinda defeats the purpose of trying to find the hatch?
I meant exit gates, not portals
-
All it would do is slightly inconvenience killers. They know where they hooked a survivor and can see the unhook on the hud anyway.
-
Making survivors respawn with full health would be an enormous meta shift and affect everything even marginally related to healing.
Also, just being unable to do anything for 16 seconds every time you get unhooked sounds very boring.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772358#Comment_3772358
Hell, why do they needs to be injured to begin with, they'll be healed within seconds with WGLF if you don't camp anyway, they can be healed if we add a respawn time of 16 seconds or something
And PH deserves to get some more love anyway, I don't see the problem in them being "less special", a little rework or buff would be always cool
Ultimately you can make hook into altar or something and let entity do rest of things, too, basically hybrid of cages and hooks
Dredge really isn't an "issue" if we consider the chance the survivors hit the teleporting dredge, number of lockers itself is pretty big
Pretty sure thematically it'd look worst though
I have never seen anyone use WGLF and it only works in end game anyway. Also, they are not going to be healed soon because they'll get randomly teleported across the map. Which might put them alone and closer to the killer sometimes.
Also, sure it's unlikely that you get put in the same locker as dredge but since dredge can teleport to any locker they could quickly teleport across the map and get killer instinct on you to make tunneling easier.
-
I mean giving every killer PH cages would make them less special. They are overall an advantage for the killer as they don't need to pick up and carry survivors to the hooks so that would overall make the gameplay worse for survivor.
Spawning in a random locker after being unhooked would make healing after an unhook way harder, would make no thematic sense and would be a huge buff to the dredge.
-
They made face cmaping impossible and now increase hook stage time. What else do you want them to do to combat it?
-
Adepts
-
@VomitMommy said:
It's not more efficient, mainly because you cut yourself out of best slow down perks. It's also not time efficient, because survivors can't give up.
If you happen to face buckle up / MFT, then it will get way harder to do.
Most killers can't snowball that well to call it even remotely consistent.
Issue is there are things in DBD, where bleeding out is only answer other than giving up and let survivors leave.I am not talking about bleeding out as an initial gameplan. I am talking about scenarios where you happen to get everyone on the ground for one reason or another, which does happen in normal games from time to time.
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714145#Comment_3714145
2k shards for a perk you can buy with bloodpoints, yes.
It's a choice, not mandatory that you purchase it.
Yes, but a new player might not understand what exactly what they are buying and waste shards on something useless. It can happen currently too, but teachables are harder to get than normal perks so its not that bad.
-
Self unhook helps when you are on hook and the killer manages to slug rest of the team.
Killing yourself on second stage is used to help the last survivor find hatch.
-
@Chordyceps said:
I know the last time Myers was brought into question, the devs stated they weren't planning on touching The Shape, because they think he's in a good state. I would like to ask you to please reconsider that stance.
I think a killer is in an objectively bad spot if a killer can be either one of the weakest killers in the game, or absolutely game breakingly strong depending on the addons brought.
Base Myers takes such a long time to build up for a power that isn't particularly unique. Other killers in the game can get insta-downs much easier and with significantly less time investment. And they don't run the risk of using up all their insta-down over the course of a match. And even when Myers has access to his insta-down he has barely anything in his kit to assist him in getting hits when compared to other instadown killers. Slightly faster vault speed and slightly longer lunge range simply pales in comparison to speed boosts and quick pallet breaking. There's basically no reason to run him over any other instadown killer.
At leas that would be true until you look at his high rarity addons. Infinite instadown, and the ability to kill people outright are absolutely game breaking abilities. Instadowns less so maybe, but it can still be problematic. Even with the anti-facecamp system in place, infinite tier 3 can make unhooking someone impossible. Whether a person is healthy or not, this addon guarantees that every unhook attempt will result in at least a hook trade. Facecamping may be gone now, but proxy camping is very much alive and this addon is an incredibly powerful way to do that.
And then there's his tombstone and tombstone piece, allowing him to instantly remove a player from the match, Yes it takes a lot of time investment, but being on the receiving end of it is simply not fun. It is very unfair that a player can have managed to stay out of sight of myers and face the consequences of his teammates actions. Every other insta-kill is significantly more fair to the player. Every other insta-kill requires managing to down the player first too. With pyramidhead, the player has to have been hooked twice anyways. With Sadako, players practically have to completely fail to interact with her power at all to be a victim of it. Rancor only works during the endgame, and gives warnings about it's presence throughout the match. Devour Hope requires at least 5 hooks first, and could be removed from the match before it can even do anything.
All these instakills have some sort of check and balance in place, to ensure the player has some level of counterplay or warning to their presence. Myers has none of these.
Myers is not in a good state. He NEEDS to be looked at.
Infinite instadown, and the ability to kill people outright are absolutely game breaking abilities. Instadowns less so maybe, but it can still be problematic. Even with the anti-facecamp system in place, infinite tier 3 can make unhooking someone impossible. Whether a person is healthy or not, this addon guarantees that every unhook attempt will result in at least a hook trade. Facecamping may be gone now, but proxy camping is very much alive and this addon is an incredibly powerful way to do that.
The same thing can be done by Bubba, with far less set up needed, and he is in a fine spot. Because proxy camping is generally not that strong. I mean if you do it really well you get a free kill but smart survivors can coordinate gens/unhooking so that in exchange they will complete a ton of gens. Proxy camping is annoying, but it can very easily be countered and end as just a 1K.
And then there's his tombstone and tombstone piece, allowing him to instantly remove a player from the match, Yes it takes a lot of time investment, but being on the receiving end of it is simply not fun.
I disagree. I generally enjoy most of my games, even if I lose early.
It is very unfair that a player can have managed to stay out of sight of myers and face the consequences of his teammates actions.
This is a team game. You are wholy reliant on the actions of your other teammates. I had game where I played great and I died on first hook because my teammates just didn't unhook me. If you don't like your teammates being responsible for your loss, don't play survivor. Also, if he kills you without having gained any stalk of you he loses you as a potential stalk source later, making the game way easier for your teammates.
All these instakills have some sort of check and balance in place, to ensure the player has some level of counterplay or warning to their presence. Myers has none of these.
The counterplay is jumping into a locker, making you 100% immune to his Tombstone. You could also sit on a gen for the same effect or just run him at a strong loop since he is basically a no ability killer and his lunge can't instakill.
Tombstone Myers is a one trick pony. He either gets one or two instakills or he is lucky if he even gets one hook. Tombstone is easy to counter, which balances it.
Not only that, in his current form Tombstone is needed for Myers. It is the only thing keeping him viable. While there are plenty of viable Myers builds the threat of Tombstone forces survivors to either risk instant death or make sub-optimal plays until his build is clear.
Tombstone is overall a fun risk/reward mechanic for both Survivors and Killer and while it can be annoying to die early, there are lots of things in this game that can be.
Myers is a good killer. He has a solid pick and killrate, though he underperforms on a very high level. He is generally both fun to play and play against in my opinion and even if I get tombstoned it never felt upsetting.
I do believe every Killer should be unique and special, and I am not a fan of transforming Myers into a less unique Killer for no good reason.
-
Auto destroying zombies would be horrible, removing the ability to use them in loops and to you can't check something a zombie is investigating without losing pressure because you are forced to destroy them.
-
@Flawless_ said:
Windows does not remove any pallets so your teammates can still drop every pallet with or without it. You are advocating for punishing solo q players who can’t rely on teammates to keep track of dropped pallets. As a killer, that’s one less Adren/UB/Buckle Up to worry about and a perk slot that does nothing to advance the game so it’s actually a fair trade.
You should probably try to get your Mr up so you’re not paired with terrible teammates who don’t know how to loop. That’s an easier solution than requesting a change so that YOU can get better games.
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/410543/please-change-windows-of-opportunity
You're talking about new players that don't know how to loop. I personally just use it as support to know where a palette is already dropped or gone and on which side they stand, so I just know how to loop it without the factor of rng. I don't think it's a problem as killer ether, I never thought I lost because of windows (I play around 70% killer and 30% survivor).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695412#Comment_3695412
I agree, I like survivors with chase related perks more than with progression or second-chance
This brings up another poitn I forgot to mention. You said that people who use it "don't know how to loop". And I agree. But the issue is that this perk disincentives learning to loop.
Because if you run a Killer through half the map by dropping every pallet you see and then you loose the game, most people won't realize that this use of Windows of Opportunity and pallets caused them to lose later in the game, they'll just think about the more direct thing it did, that it helped them run the Killer for so long.
Also, while me highering my MMR would help me not play with/face these people, others still would. It is a fundamental issue that makes games more difficult for every Survivor on that level, not just for me.
-
If you enjoy the game so little that you DC that often, then dbd might not be the right game for you.
-