VomitMommy
VomitMommy
About
- Username
- VomitMommy
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761094#Comment_3761094
Yes, let's make content worse for the sake of previous iterations being bad instead of recommending better changes.
/s
Don't feed the trolls
-
I like the change, but seems like many players like to bleed out, so whenever someone tries to crawl into corner, I can just bleed them out anyway.
Wouldn't want to use "unfair" feature :D
In most games, it ended with kill anyway, in my over 2k hours, I had like three games where survivors got to escape because of bad hook spawns, everyone else ended with bleed out.
So it doesn't change results, just save time for everyone.
-
@Withered8 said:
Do you know how broken it would be if he could spawn 3 guards at once….
Not really if any active guard gets canceled whenever you summon new one.
That's how it was on PTB and it was amazing. Sadly they keep only negative bugs.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760672#Comment_3760672
In MMR's current state, no. MMR needs changes as well.
Ignore MMR just give old BBQ and WGLF blood points effects basekit.
BBQ was best reason to spread hooks you could think of. It was basically an alternative win condition for my players (including me). As long I have 4 stacks, I am happy killer.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760716#Comment_3760716
At that point there is no functional difference than right now, I don't understand complicating the system for no actual gain
Yeah, I wouldn't go for it.
That's why I said MMR is not a reward, it's not a reason to spread hooks.
Just wanted to point out possible fixes for your claim.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760685#Comment_3760685
Since survivors will be lower MMR anyway, using a deerstalker won't hurt as much
There is already way easier way to lower MMR, if you need to boost your ego that much.
So it doesn't really create any new issue.
You can just make it work both ways. MMR is basically punishment for the killer.
Let's throw random numbers as example.
So bleed out survivor can be +20
Hook is +5
Escape is -10
Hatch escape is 0 for killer.
So even if you bleed out and hook all survivors, your MMR is going to increase.
If you 8 hook and let everyone leave, you stay at 0.
They should rework survivor system more than killers tho.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760674#Comment_3760674
In that case, I think I could just hook everyone at the end to keep smurfing, that's a 4 hook and should reduce MMR
That sounds as a lot of work. While you expect to find all survivors, which means you can't wait until last moment for everyone.
So sure.
If I want to lose MMR then I can just let survivors leave on purpose from time to time. Sounds way easier with same effect.
-
-
New perks are strong now? That's new to me.
Most of them are trash, few decent, none meta.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760353#Comment_3760353
So I can happily smurf and stomp the newbies with full slugging build 24/7, what a good design
Let's count bleed out as double.
-
@Blueberry said:
The game should be based around hooks more than kills for mmr.
MMR is not a reward. It wouldn't be an incentive to spread hooks.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760224#Comment_3760224
Since this comes up every. Single. time… there is no "anti camp" mechanic.
It's anti-FACE camping. Killers can, and easily do, proxy camp with no issues.
OP idea is 5 meters range, so it's exactly same thing, no?
-
Don't get hit: "Yoooo, I am best in the world" Teabag the killer
Get hit sooner after: "Reeeeee" Cry on forum
-
@bleep275 said:
I hate playing survivor because of this. There’s so much camping, tunneling and slugging. The whole experience is miserable solo. And when it happens in swf it just ruins the fun and the vibe.
I strongly believe the face camp meter needs and speed buff and range buff. I’ve been camped by killer just ever so slightly far enough where I can’t get off before second stage. There also needs to be punishment for toxic gameplay on both sides. Not necessarily a ban but punishing enough to make them think twice.
In general if you, as a killer, have to camp or tunnel for the kill. You are playing out of your skill set. Take the loss and let that mmr to drop so you don’t have to play in such a terrible manner
If you can't win against tunneling and camping, then you are playing out of your skill set. Take the loss and let that MMR drop so you get worse killer where you don't get downed in 10 seconds.
But saying SWF just get ruined fun and vibes is hilarious…
-
Group hunting
-
@Yggleif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760613#Comment_3760613
*10 Tokens then after that the newest trap erases the oldest trap. Although to be fair it's uncommon to get all 10 down before survivors start triggering them.
I often stay at my limit, simply because every time trap is triggered I place a new one nearby unless I see survivor is running to another trap to be ready teleport...
I use usually an addon for faster placement tho.
-
@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760321#Comment_3760321
Nope, there's plenty of things you can implement to prevent that from happening.
Oh really? Tell me then.
-
@BrightestMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760342#Comment_3760342
I think that it would be hard to determine the difficulty without actually seeing it in action. The thing is it does require skill to first of all blink to the location you want to reach. Same as Nurse. Second of all the skill required to maneuver yourself to maintain los on your intended target. It is not easy. I've played many hours as Nurse and this is more of a way to make her ability easier to use but less powerful overall. If they were using nurse as the standard for balance changes across the board on killer side every single killer would be incredibly difficult to pick up and then at comp level everyone would just be getting destroyed. This in my opinion gives the nurse the ability to be fun in a match without it having to be an inexperienced killer with sloppy blinks and movement. There is no reason to argue that nurse is in a good spot because if she was, every other killer would be balanced like her which would make playing the game at a high level next to impossible as survivor.
every other killer would be balanced like her which would make playing the game at a high level next to impossible as survivor
Since when is it impossible to win against Nurse?
Even in comp you see escapes quite often. Definitely less than other killers tho. She is number 1 for a reason, but not unbeatable.
This in my opinion gives the nurse the ability to be fun in a match without it having to be an inexperienced killer with sloppy blinks and movement.
Fun for who? So far what you displayed is going to be always fun only one side. There are going to be many situations where either side has nothing to do, which sounds very frustrating to me.
Second of all the skill required to maneuver yourself to maintain los on your intended target
Wait, was is her movement speed after that first blink? Because with current movement speed, it's going to be fully in hands of survivor.
-
@BrightestMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760236#Comment_3760236
Her power being so unbalanced is why she's slower than a survivor. But you make a valid point about that. I'm more talking about just her power but I could go more in depth on another post or something. The way it is in my brain, she is 4.4 and her fatigue after ability would be shorter. Also her first blink would be shorter. Mostly just used to position yourself to set up for taking their breath. Also as you stated about 3 seconds being too much and 1 being too little, how does that not imply that between those two values a point can be found where it takes skill on both ends to achieve fair play.
Whatever number you are going to make either she can reliably get a hit or it's not possible.
If it is going to be reliable then she is arguably stronger and easier than current version.
If it won't be reliable then she is useless.
Spirit, Wesker, Blight: their result is mostly in hands of the killer with some limited counterplay.
That's the case for current Nurse too in my opinion. Good results, but not that easy to get.
Your rework sounds as complete opposite. It definitely going to be way easier to play, which means result is going to be terrible.
-
There will always be hopeless situations on both sides. You can't really fix it.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760195#Comment_3760195
it is inevitable that they use numbers to balance perks as well which is why most perk receive no buffs because they're apparently good or nerf's, just think of old object of obsession and pre-running swf's. the numbers suggest that they're doing really well with perk balance because… let's say every perk above 55% is a good perk, over 60% of killer perk are well balanced.
this is untrue but that what data suggests.
Yeah, I remember that claim and they got lot of hate for it.
"OoO players seem less likely to escape the trials, so perk is fine."
It was hilarious to me.
Freddy got nerfed into oblivion kinda for same reason, data. Lot of add-ons were nerfed for same reason (Nemesis, Twins for example).
I would say they improved a little in this aspect.
Issue is they simply don't return to perks for adjustments unless community asks a lot for it, which are almost always nerfs.
Even if they do it takes so long...
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760251#Comment_3760251
I main Ghostface, you can make many many many long-distance odd angles work, and even short ones can just be cornerstalked. Only hurts chaseface as I said.
Soloq Flashies - Yeah, maybe it should be an item as powerful as all others. Maybe we shouldn't have Medkits and Toolboxes miles ahead of everything else. Maybe Keys and Maps shouldn't be useless also.
For Ghosty it can be as simple as doubling the reveal speed while being lit up. That only hurts chasefaces, and does nothing to real Ghostfaces.
Trapper Realism argument… in the game about an Eldritch Horror alternate dimension spider which grants all Killers their powers, having their powers be affected by what hurts that Eldritch Horror… right. Plus, they have to audibly and visibly and slowly delay the trap, and that doesn't even guarantee the Trapper will get hit by it. Remember, 5s*4.6m/s=23m, so a Trapper needs to be >23m away from the trap when they delay it in order for it to hit Trapper. That isn't something that can be done mid-chase, and if someone else is doing it, then you now have gen slowdown+2 chase opportunities.
Plague - I've played as and against enough Plague to know how annoying she can be when intending to play this way. I'm moreso saying she is underrated as a 3-gen Killer, and most people don't suspect how effective she is at being able to lock areas down (when she puts her mind to it). That is why in the edit I said to allow the Brown add-on to bypass this, so that way campy Plague can camp, and normal Plague has to risk flashlights or full pukes instead of holding soloq lobbies hostage for 40s before the team is willing to touch ANYTHING.
Lobby Shopping - Maybe we should make the game better and prevent lobby shopping, because it is a detriment to the game. This doesn't FORCE people to lobby shop, it reveals people with low/poor/selfish morals who will lobby shop for any advantage.
No item should be a direct counter to a power - I think you posted this before I added the clarifying edit. It shouldn't hard shut down powers, just provide something to counteract. I'm not saying a Flashlights should count as extra Vaccines against Nemmy/Wesker, I'm saying they should slow/pause infection. I'm not saying a Flashlights should serve as an EMP replacement, but as a soft 12-15s stun on a biopod compared to the EMP 45s (and not work against Slipstreams). I'm not saying Flashlights should delete Hatchets from Huntress' inventory, but maybe disable a locker reload on that specific locker for 15s. I'm not saying Flashlights should unload Slingers gun, but maybe increase the decay rate by 20% while lit up. The basekit counter should exist, then flashlights should offer a slightly better (non Killer unique item) version of that.
Why play against this - Because we already are. If someone dodges the Killer's attack, they countered them. If someone wipes the Hag trap, they countered them. If someone mindgames someone, they got countered. If someone gets a pallet/flashlight/flashbang save, they countered them. If someone pumps a gen before the Killer gets to land PGTW on it, they countered them. If someone cleansed at a Fountain (at the right time to prevent a snowball), they countered Plague. In any exchange between 2 people, the winner countered the loser. That is every VS multiplayer game.
Find/perk better items - And they can find/perk kit out a juicier Medkit or Toolbox. All items should be on equal footing (at the same rarity tiers), so a Purple Flashlight shouldn't be garbage or god tier compared to the Purple Medkit or Purple Toolbox or Purple Key. Keys are currently arguably more useless than Maps, and Flashlights are more or less power crept by Flashbangs. Also the current potential for 4 Medkits/Toolboxes is already a far greater doom, especially if you see 4 event Toolboxes (so you know its the juicy 32 charge box). Basically Flashlights only work with Killer interaction, but Medkits and Toolboxes are strongest without Killer interaction. With a Killer interaction tool, I know I can just outskill the Survivor, but I can't bother/bully the other 2-3 at the same time, so Medkits and Toolboxes will always be a greater threat (at least to me/my playstyle).
Because we already are. If someone dodges the Killer's attack, they countered them. If someone wipes the Hag trap, they countered them. If someone mindgames someone, they got countered.
Those are basekit things, that's something you can easily balance, because it's in every game.
You can't really balance the killer properly when there is such a big variable as flashlight counter, which is not going to be in every game.
Imagine if EMP wasn't a thing and you would need a flashlight to counter Singularity. That would be terrible to play against. That's why you have this as killer specific items, which you can then easily balance, because it is in every game.Most killers simply doesn't need an item counter. They are nowhere near strong to warrant this change.
Yeah, maybe it should be an item as powerful as all others. Maybe we shouldn't have Medkits and Toolboxes miles ahead of everything else. Maybe Keys and Maps shouldn't be useless also.
I really don't consider flashlights and flashbang to be a weak items. Issue is you usually need at least some cooperation with your teammates, which soloQ doesn't have.
Only hurts chaseface as I said.
Why exactly chaseface needs to be nerfed tho? You think it is stronger than standard ghostface gameplay? I would say it's already weaker, so what is logic behind nerfing it?
-
@Laluzi said:
I would hate to see it nerfed. It's a very nice all-around perk with a strong tradeoff - incentivizing staying injured while slamming gens is balanced for the risk that introduces (against everyone but instadown killers, anyway) and even the gen speed boost isn't as scary as it looks unless it's against a coordinated team, in which case gen speeds were already going to be scary just from survivor behavior. Gen speed perks are rarely the problem; stacked SWF is. There's a problem when you get four players stacking Resilience with Hyperfocus and Stake Out and maybe a few Prove Thyselves, but individually those perks are not strong and nerfing them just creates more weak perks that can only be used when stacked, which is the opposite of what anyone should want. Maybe nerf toolboxes, maybe cap maximum gen speed, maybe make gen speed perks come with the side effect of generating fewer skill checks, but in and of itself, Resilience is balanced. Gens get done slightly faster, but that survivor takes half as long to down when pressured - maybe 3/4 if they're good enough to use the vault speed bonus and they're in a good spot.
Applying permanent hemorrhage could be a potential tradeoff to combat the 99ing strat that negates Resilience's actual drawback, though the return of Iron Will presents another problem of making staying injured all game significantly less dangerous than it's supposed to be.
It's a very nice all-around perk with a strong tradeoff - incentivizing staying injured while slamming gens is balanced for the risk that introduces
There is not really any risk if survivor has a medkit. I can just stay 1% away from getting healed and heal when killers get nearby. Against most killers at least.
Applying permanent hemorrhage could be a potential tradeoff to combat the 99ing
Well, that's not a thing anymore.
-
@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760210#Comment_3760210
I think that's why I'd want each pounce to be even longer than the last. I'm not thinking his current pounce - I'm thinking much further. Besides, rocks, barrels .. any junk could be used as a spring for Victor.
There's enough clutter about that Victor could use.
Yeah, but if distance is big that means it is going to take longer and what exactly am I going to do about survivor hiding behind a barrel/rock etc.?
Basically any small object is going to make it impossible for me to get hit. If survivor crouches behind it, there is nothing I can do about it with Victor, no? -
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759978#Comment_3759978
It would make no meaningful difference against Ghostfaces who actually play correctly, only chasefaces. Dull Merchant would actually be interactable to a meaningful degree in soloq. Plus many Killers can have things as simple as Myers not being able to stalk through a Flashlight (which basically is what currently is the case). Trapper doesn't need to be disarmed, just 5s disabled after 2s of light. That still would prevent delaying a trap on the opposite side of a vault point.
Plague also has the problem of being an ultimate 3-gen Killer still through the regression limit. Letting a Flashlight only cure objects would be a perfectly fine form of Lightburn.
Also lobby shopping is directly responsible for ruining matchmaking, so as long as people are emboldened enough to admit to being part of the problem, I have to recommend partial DC penalties for lobby drops.
Plus we apparently are forgetting that with 8s base on a clicky, and 2s being the norm for interactions, you realistically could only get 3 max disables in normal cases.
(Also I can't tell if you had a Freudian slip when using a different name for the clicky machine or what...)
It would make no meaningful difference against Ghostfaces who actually play correctly, only chasefaces.
Not all maps allow you to stalk from big distance in some small angle. If you would come up to survivor, because of flashlight you are not even able to stalk, because you can't look at them and they are easily going to get you out of power even if you try to hide your body. That sounds terrible to me.
Dull Merchant would actually be interactable to a meaningful degree in soloq.
Funny to try hide it behind soloQ :D because I forgot flashlight is such a common item for soloQ players.
Plus many Killers can have things as simple as Myers not being able to stalk through a Flashlight
Which is also true for ghostface, yet you would want to add additional effect on top of it for some reason for him.
Trapper doesn't need to be disarmed, just 5s disabled after 2s of light.
Oh right, because bear traps are light sensitive… This doesn't make any sense at all.
"Hey look a trap you took time putting down, let me use my flashlight to run over it while it gets active soon after, so you can't." What a fun gameplay experience for one of already weakest killers in the game. What an idea…Plague also has the problem of being an ultimate 3-gen Killer still through the regression limit.
Plague an ultimate 3-gen killer? What? :D
Also this has nothing to do with 3-gen. Puke on gens is one of ways how to spread her power, if flashlight denies it completely, then she is screwed. It's not like it is going to work only during 3-gen, is it?
And since when Plague are 3-genning, I have never seen a single Plague holding 3-gen. It's not really doing anything, if I stay injured. Not really difficult to play against killer without a power and she needs to travel around the map for fountains if any survivor cleansed.Also lobby shopping is directly responsible for ruining matchmaking, so as long as people are emboldened enough to admit to being part of the problem, I have to recommend partial DC penalties for lobby drops.
Maybe don't make it worse?
No item should be a direct counter to any killers power. So killer is not punished for survivors using it and survivors are not punished for not bringing it against the killer.
Why the hell would I willingly play the killer against this?Plus we apparently are forgetting that with 8s base on a clicky, and 2s being the norm for interactions, you realistically could only get 3 max disables in normal cases.
You can find them in chest, you have perks/addons for longer duration, you have perk to recharge, you can have multiple of them in team (up to 4) etc.
(Also I can't tell if you had a Freudian slip when using a different name for the clicky machine or what...)
Yeah, happens when I write on mobile. That's actually very funny name tho. Fleshlight :D Sounds like something from Undead in Warcraft.
-
@BrightestMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760212#Comment_3760212
It requires you to use your blink differently. As I said 3 seconds is a placeholder. It can be longer or shorter and you have just pointed out that it has reliable counterplay and doesn't work as well on certain maps such as other balanced killer abilities. It being fine tuned would certainly make it a functional power. The fact that it can be over and underpowered also implies that there is a balance.
It being fine tuned would certainly make it a functional power. The fact that it can be over and underpowered also implies that there is a balance
Not really, it implies there are only two extremes viable.
Either you are able to get reliably a hit, or you are not. Then how difficult is it for survivor to prevent it.
Breaking LoS in three seconds is very easy and I will be able to find a spot to get impossible to be downed with her power probably on every map.
She is also slower than survivor and there is fatigue after it, so I can just jump into the locker? What is she going to do about it, wait fatigue only to need to blink again if she wants to injure me and I do exactly same thing again.
Even if she lands blink exactly on top of survivor, it doesn't guarantee a hit. That sounds terrible to me.But what happens if you lower it to like 1 second? That is going to be more difficult to prevent even on good loops and in open you are going to get hit every time no matter what you do.
Either you can hit me with it on short tall loops, or you can't. There is simply nothing in between, there are two outcomes. If you can't then you are not able to down me. Good luck forcing bloodlust 2/3 as Nurse. -
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760068#Comment_3760068
How about a Haste effect for like 7 seconds or so whenever one of her traps is cleared? Not an add-on but in her kit?
That's kinda random and doesn't do anything if survivors go path of triggering safely on purpose, which is the most annoying thing to play against as Hag.
-
Insidious Bubba approved
-
@ReverseVelocity said:
I don't think Resilience needs an adjustment at the moment. One of it's best pairings, Adrenaline, got nerfed pretty recently.
I really don't think Adrenaline is that much worse for SWF. It's definitely way worse for soloQ.
But if I see multiple survivors not healing in my game, I know there will be an issue.
Does resilience really need gen speed? You could change it to 10%, but remove gen speed.
I definitely find annoying to see injured survivor working on gen just to heal last % when I get nearby. Mainly when sloppy was nerfed.
-
That would be easiest win in my life on Leri's
Also on almost any border map object (Z walls/rocks) you are not going to keep 3 seconds LoS on me.
So this power is either going to be completely useless or stronger than current version, because you need to be less precise with your blink. There simply can't be anything in between.
-
That sounds as most map dependant killer in the game to me.
-
@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760188#Comment_3760188
I can confirm, a SWF with someone packing OoO can essentially deny any Killer that can't hide their aura/teleport to avoid the aura-read.
We stopped doing that after 2 games because it was just sad having two Killers DC in one day because the only person they could find was in the main building of Autohaven (which is a borderline infinite against M1 Killers) because everybody else left and hid ages before the Killer ever reached their gens. Poor Oni wasted all regression events on a gen before 3 gens were done…and also because it was annoying getting told rather unsavory terms after each games.
Damn, main building as M1 killer without power. That's definitely a bad time for killer.
-
@UndeddJester said:
I can't objectively argue against basekit Kindred, it makes sense as SWF is a thing.
However subjectively I actually prefer the dynamic of solo Q and the imperfect knowledge without perk investment of DBD, and would be against basekit Kindred.
I enjoy the challenge of trying to survive without the perfect knowledge of what my team are doing, and instead relying on my intuition and common sense, in conjunction with paying careful attention to the HUD to figure out what people are doing. I also like that being altruistic and helping my team with kindred is my decision to make at the cost of being able to take more selfish perks, rather than granted for free.
Ultimately I actually consider it to be a more genuine horror experience in SoloQ, I still get spooked from time to time when I get caught off guard, and I still get anxious when I dont see the killer chasing anyone and dont know where they've gone. I tend to find SWF is more about trolling the killer and goofing off, even if that isn't your goal, it makes the atmosphere so much more chill, so its kinda hard not to clown around. I personally think I'd like the game much more if SWF wasn't a thing, though I understand why it is, and that I'm a minority.
So... SWF is a thing and most people seem to hate soloQ, so I guess my personal opinion loses in this arena. 😒
I still would like to see simply chat wheel option for players.
That is big improvement, but mostly in hands of players rather than game giving full information for free.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760048#Comment_3760048
we can't have good perks that do something for killer.
https://us.v-cdn.net/6030815/uploads/C3H3UN5VYLQ4/image.png
Leverage has 61.78% kill-rate. Must be as good as pain res. No need for buffs, BVHR logic.
I mean, they definitely have statistics also for specific killers and pick rates...
But they simply rarely return to perks. It has nothing to do with pick rate / kill rate (on lower end). They usually do only nerfs (also takes like a year+), but it's rare to see buffs and many new perks are beyond saving anyway.
-
@UndeddJester said:
I wonder if boon shadowstep might come in the meta…
Not really Shadowstep but there are tons of Distortions (overall to deny information perks after UW gutting) and way more OoO, which I am quite happy about, because I don't really use aura reading perks anymore (mostly because of mentioned perks).
Spies and Surveillance are my main information perks now.
-
I would be fine in showing item aura to affected survivor. But that's about it. This would be enough to make it bearable for soloQ.
Definitely no cooldown or things like that, that would completely kill the perk. It's already very killer specific perk.
Luckily it doesn't really work on Nurse. M1 killers are not that scary with it in my opinion and if you get OoO against it, they have an issue...
-
Depends are you talking about base skin, or any skin?
I really like Skull merchant skins, but her basic skin is terrible.
Legion has some really good skins too.
-
If you go all out on winning you are going to win most of your games.
Thing is that's true for both sides, but you need 4 players with same mindset on survivor side for this to be true.
DBD was always about what side wants to win more (use more resources) is more likely to win. There are things you simply can't overcome with skill.
If I bring tombstone piece into every game, then I am going to demolish most survivors group. You are going to need competitive level team to beat it. SoloQ or average SWF are not going to win against it.
The game is as difficult as you make it, if you don't want it easy, then don't make it...
-
@Gmoore23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760080#Comment_3760080
I only guessed Simon/Richter because they're the ones in Smash Bros tbh, but I fr have no idea.
That said, as cool as the show version would be, I think the game is gonna be the foundation (mostly because someone earlier mentioned Konami was involved). Plus, the games are supposed to be pretty foundational for video games as a whole (I probably need to play them sometime).
I was so hyped about it... I thought it's about show, my mistake.
Well, it might still be good chapter. We will see.
-
@Gmoore23 said:
As far as I know, it's gonna be Killer and Survivor only (I wish there'd be a map though :/), and I'm pretty sure it's gonna be based off the games but I've also heard people say it could be the show version.
Besides that, it's almost 100% certain Dracula will be the killer, and my personal guess is that the survivor will either be Simon or Richter, whichever one is considered more iconic (I genuinely don't know tbh).
Damn it, I want Trevor... If he gets into DBD I might actually start playing someone other than Jeff.
I would definitely prefer show over the game. Mainly because I didn't even know there is a game.
-
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759971#Comment_3759971
I think that binding to the scroll wheel is part of the reason why she has a low pick rate, since it can't be done on a controller.
For sure, if you can't instantly teleport with binding, you just need to spam teleport like crazy, which is annoying, Otherwise you are just going to either miss a lot or have to walk after the survivor, which sucks as 110%.
It's not just console tho, most people simply can't be bothered to go so far as changing bindings for a single killer...
I believe she should be 115% so situation where you are not able to get hit from triggered trap is not so punishing for Hag.
Another issue is 3-gen feature... She used to be quite good at and creating "web" around 3-gen is still main gameplan for her, when her teleport distance is limited.
Nerf of sloppy is also kinda annoying, because she focuses mostly on spreading hits, she is terrible at focusing on single survivor.
Her gameplay is completely different to standard killer in my opinion.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759973#Comment_3759973
This version off THWACK! Having it available on a 45s cooldown does have potential to be pretty nasty forcing head pops on Pig. I also think Blight and Hillbilly would like this perk a lot, and it may be a little too good on them with Lethal Pursuer.
If it were me I would leech the OPs idea and switch it to have it triggered on basic attacks. This turns the perk into a flashlight save at downed pallets warning perk to help secure a hook. It also synergies with Game Afoot quite nicely as a catchup perk if you've hit over pallet.
Regarding Leverage: that beats Furtive Chase, and Furtive Chase is already good in the right build... 😶
Having it available on a 45s cooldown does have potential to be pretty nasty forcing head pops on Pig.
You still need a pallet/door to trigger it. It's a limited resource and cooldown means you have to keep pallets in chase to use it later, which is good for survivor you are chasing.
Also ability of forcing Pig traps is way more limited since box aura removal.
Area of Thwack is limited by pallet spawning, you won't really reliably trigger it on survivor with trap unlike old UW where you had option to search with it around the map.
How is that really different from Ultimate Weapon?
Why do you think it would be stronger than current UW?
-
@mizark3 said:
Honestly the Lightburn change should have been done in the opposite way. Make Flashlights interact with every Killer power instead of none. Shine a light on the Drone to disarm, shine a light on Ghosty to reveal, shine a light on Infections to cure (maybe 4s instead of 1-2s for this), shine a light on anything to know it will be a universal power counter at the cost of the limited battery life.
Lol, no... That's one of worst ideas I have seen in while.
Most killers are simply not that strong to justify such a nerf. It would make fleshlight groups unplayable for them.
With this change lock items in lobby, so I can just lobby shop with those killers and never play against it. I will gladly take them on with Blight, or Oni. But I would refuse to play Skully, or Ghostface against this.
-
@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759025#Comment_3759025
You must not play survivor very much. I've been bled out 3-4 times in a single session without doing anything to provoke it. I won't claim it happens every time I play but it has happened to me multiple times.
It's more like how you play. Let's say there are things to get you bleed out more often.
I am the killer main and I rarely get blood out whenever I play survivor, because I refuse to do things I would personally bleed out someone else for. I may be petty, but not a hypocrite.
-
@SHWN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759741#Comment_3759741
I don't refer about hooking, I remake THWACK! with successing general attack.
Why general/basic? It's not that strong to justify limitation to M1 killers only imo.
Just put cooldown there so anyone can use it.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759767#Comment_3759767
All of the complaints about team self care for one perk are completely solved by:
Having Circle of healing equipped is what enables the survivor to self care in any circle of healing boon.
There. If you want 4 survivors to self care in a boon, everyone has to run the perk. And it's no longer a complete waste of a perk for solo q anymore.
I would be fine with this, issue is that's not how they made boons to work. Boons don't have any personal bonus.
-
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759757#Comment_3759757
And it's the strangest thing. So many survivors in this game are straight-up bad. But every time I've hopped on Hag, every single team knows her counterplay. They call her S tier because of those 1% of matches where she got really lucky and got a 4-man slug or something. From my experience, she's like bottom 3 killers, easily. How're you gonna get anything rolling with the killer if someone's just tripping your traps the whole time? Just hope that their brain turns off?
I play her quite a lot and it's a lot on trap placement and of course try to give someone trip to basement whenever possible.
Unless trap is literally in middle of the the nowhere, I try to put trap when survivor is going to hold S they run into wall, basically don't put it in middle but more side so they trigger the edge of your trap (door frames etc). Issue is that's map dependant.
What you need is bind teleport to scroll wheel if you are on PC, so I start scrolling whenever I think someone is about to step into the trap.
-
Nerf, I am really annoyed they didn't keep summoning guards at all times, that was so good to use.
Suddenly long path Jailer means you are out of your power for a long time with low chance for hit...
-
@Jamaya_Y said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759762#Comment_3759762
Then don't bring items then? I don't know why people are complaining when this combo has such an easy counter. It's skill issue at this point.
Skill issue is using item? Lol
I think skill issue is not knowing what an addon does.
-
@AngelOfHope2017 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759767#Comment_3759767
Sounds like you are a killer main. Consider snuffing out the totems?
Consider snuffing out the totems?
Yeah, you can just go do some research on original CoH posts, I can't be bothered go for this again.
Maybe run Self-care, or Strength in Shadows if you want to heal yourself? No need to bring this broken perk back and your version is stronger than before.
Sounds like you are a killer main
I play whatever has BP bonus right now, which are mostly killers at time I play...