Vorahk08
Vorahk08
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- Vorahk08
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@mikewelk said:
https://us.v-cdn.net/6030815/uploads/JDFDCODMCHTK/zrzut-ekranu-2024-02-27-215224.png
https://us.v-cdn.net/6030815/uploads/LR2YBIX2OLOC/zrzut-ekranu-2024-02-27-215254.png
https://us.v-cdn.net/6030815/uploads/9ABG9DUCJA0P/zrzut-ekranu-2024-02-27-215335.png
I play Yun-Jin and Mikaela from time to time as well and I don't care about my killer cosmetics as much. I'm aware the screenshots take up a bunch of space here so these are my mains!
Yeah, it makes sharing hard! 😑
It's still worth it, though. I really like your Nancy! It honestly looks like those cosmetic parts were meant to be one outfit! Same with Steve. Nea's jacket and plaid skirt go together surprisingly well.
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I think maps are the part of the game with the largest margin for improvement. We've had several bad maps over the years that are blatantly survivor or killer sided. I honestly forgot that they did a pass on Garden of Joy. There are also some map decision that are weird, like why we have 5 versions of Badham Preschool.
For some reason, we had a full year where maps prioritized aesthetic over gameplay, which culminated in the Red Forest rework, which made things worse. The maps from last year have been fun, though. I like Toba Landing, as it feels like matches on that map could swing either way. Same with Nostromo Wreckage. Both of those maps seem to balance aesthetic with gameplay properly. I'm not on PC, so I haven't played the new map, but I have hope.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661737#Comment_3661737
Actually, I'm talking about this:
Huh. I didn't know that!
The more I read about the Freddy rework, the more it seems like a weird downgrade. I mean, we went from that to "He can teleport to generators and leave pools of blood that make survivors scream." The thematic inconsistency alone seems weird, given that BHVR normally tries to stay true to the character of licensed killers.
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Xenomorph. It has so many smooth animations, from it's two running animations, it's smooth tail whip, the quadrupedal vault, it's unique carry animation, the way it slaps open lockers with its tail, and even the way it crawls in and out of tunnels. There's so much polish.
Aside from that, Dredge and Singularity. Dredge's animations are so full of personality. The way it kinds of lazily flops over windows as a vault animation is probably my favorite. Also, that horse's head lobby animation is great. Dredge is also cool because of his two attack animations. The quick jab from killer POV doesn't block your line of sight, but survivors see it as if he took a huge swipe at them.
Singularity's walk animation alone warrants him a spot for me. The walk with his weapon arm raised looks so cool when you see it as an aura read. I also like the subtle detail in the way he stomps into a pallet when he breaks it, instead of just kicking it. His weapon cooldown animations also deserve a shoutout, because he also has two depending in your POV. As killer, you just see him stab with the edge and retract it back into ready position, but as survivor, you see him follow through with a slash and hunch over, before readying it again.
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@[Deleted User] said:
I don't mind killers playing for the 4k if thats what they want to do but i've seen so many instances where they ended up with a 3k regardless or even a 2k (as in 2 hook kills & a bleed out)
A lot of killers say you don't deserve hatch or its unfair with a 50 /50. Point taken (disagreed but taken)
But heres what happens killer slugs 3rd survivor, 4th survivor hides (or stupidly goes for a pick up like me!) 3rd survivor eventually bleeds out or gets hooked, & oh look back to the 50 / 50 you slugged to avoid in the first place!
If you slug me then fine have at it but I will crawl in any direction far away from my teammate so killer either follows me & never finds them anyway leading to the 50 / 50 they didn't want or killer doesn't follow me I bleed out regardless if they find the last survivor or not therefore still didn't get to kill everyone on hook (some will consider a bleed out a kill of course)
What I won't ever do is just lie on the ground for 4 minutes listening to damn crows caw. Thats not petty hook me or i'll find something to do! Especially satisfying when I crawl away & into the hatch of course!
People can feel free to call me petty for crawling away, but I'm still going to do it too. After recovering for BP, it's all a slugged survivor can do. Also, if survivors who crawl away are petty, then what are killers who slug for the 4K? A 3K + Hatch is just as much of a win as a 4K, except that 2 people got a favorable result instead of 1.
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@Nazzzak said:
I prefer to make my own sets. There are some exceptions, like Dwight's recent dino cosmetic. I don't usually like linked sets but he will wear that for the foreseeable future.
Mm, yeah, I typically lose interest in a cosmetic when I find out it's a set. The only linked sets I generally like are those for licensed characters.
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@HerInfernalMajesty said:
Yes, all the time. And wow! Your Artist and Knight look awesome.
Thank you! Artist's weapon is the Deep Rift version of her weapon from the Existence Tome Rift. I originally had Knight's sword be his bloody sword, but I thought that his Halloween sword actually looked better.
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I want to see Predator, because of the cool tech its power could use. Wraith already does plain invisibility, so the Predator would be able to have a power using its cool gadgets like the Mask's infrared, the Plasma Caster, the Shruiken, the Combistick, etc. Survivors could be either Dutch or Naru, or heck, why not both? It'd make a good licensed anniversary chapter.
For Friday the 13th, I wouldn't be surprised if BHVR's a little hesitant to commit after what happened with Stranger Things. They probably don't want a repeat with Jason.
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I think it's fine on its own, or paired with at most one other gen regression/blocking perk. Grim Embrace only works 12 seconds per first hook, until all survivors are hooked, then the killer gets 40 seconds. That's 76 seconds, or 1 minute and 16 seconds of total gen blocking. It also only works completely if the killer gets every survivor on a hook. It'd be fine with, say only Pop or only Pain Res, because the killer is only getting gen slowdown on hooks, and the killer would need either have a limit on their slowdown with Pain Res, or they would need to use their Pop well.
The problem is the fact that killers can run 4 slowdowns at a time right now. First a Pain Res explosion, then blocked by Grim Embrace, which is then extended by DMS, and finally a Pop for good measure. It's too much.
Also, I'm not entirely sure the DMS combo is intended.
Edit: Edited for clarity.
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@Mandy said:
No report is actioned without solid evidence - so video evidence (screenshots are not evidence and are not used) is pretty much a necessity. If players are talking about chat harassment, we do have all the chat logs checked.
Nobody is banned without good reason - and even when you receive the "report is actioned" response, that means the report has been reviewed, not that someone has been banned.
Does this mean that players on console should avoid using the report system outside of "Giving Props"?
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Singularity. I feel like a Blighted Singularity could be both cool and horrific at the same time. My second choice would probably be Demo. Nice way to celebrate the first year back for ST. Finally, Dredge, but I want them to buff Dredge a little first, so he's more consistent to play. It would be kind of depressing to get a Blighted Dredge and have him still be kind of inconsistent.
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Thank you for the kind responses, everyone!
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Likely it's because they assume there's safety in numbers. They don't understand that they can be more efficient if they split up and that staying together makes them fish in a barrel for the killer when the killer finds them.
Sometimes it's beneficial to group up to get a gen in a dangerous area done quickly, but it is, on average, more time efficient to split up.
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It's annoying, which is why I rarely do it. What are you thinking, though, with "force bleed out?" I don't quite understand the idea. Do you mean a way that a slugged survivor can kill themselves? In that case, the killer would still need credit for the kill, or this could be abused by toxic survivors, particularly sabo squads, given that slugging is a big counterplay to sabo squads. Currently, bleed outs don't count as kills, because BHVR doesn't want to incentivize bleed outs for killer.
I won't claim to understand killers who slug for the 4K, but it is a loophole to get around the hatch game.
I think the grading system might be a large part of it. Killer's get often get all red emblems for a 4K. Contrarily, killers can get a 3K and barely pip at all. It's a screwed up system, so changing how it works might help.
The game should generally emphasize more that a 3K is the killer's goal and is enough to be counted as a win. Too many people still consider a 4K to be their win condition. I pity them, honestly, because getting a 4K often comes down to luck.
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661163#Comment_3661163
As it should. If a killer doesn't like it? Target different survivors. Only those who tunnel whine about DS.
Side note, yes I know there are situations of DS not involving tunneling like you're chasing fewer ppl. Even then, the ones who complain are ones consistently getting DS, tunnelers.
The current timing is a little short, but 10 seconds is too much.
As to complaints about DS, it depends on the timing of those complaints. A lot of survivors weaponized DS before conspicuous actions disabled it. It was entirely possible to be playing normally without tunneling and end up DS'd because the 60 second timer wasn't up, even though you'd already wrapped up a chase with someone else, hooked them, and found this person. 60 seconds is an extremely long time in a game like DBD.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661131#Comment_3661131
They seem adamant not to add M&K support for the consoles, which make up the vast majority of the playerbase. So failing that, the next option is to provide way more robust setting options for the dang controllers.
Things like the dead zones in the sticks, above average input delay, insufficient sensitivity settings, etc.are all big time problems for playing many killers anywhere near their full potential.
They should probably consider doing all of these things, as a lot of people seem to be saying that console players comprise a huge part of the player base. I've seen some people even say console is the majority, but I don't think I'd go that far without data.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661129#Comment_3661129
The image doesn’t shown it, but it’s entirely possible more than one box is blocked.
Which would guarantee at least 1 headpop.
One box being blocked would be bad enough, because it would essentially resurrect AFK Pig for any Pig with a Hawkins Map Offering, but if multiple spawned like that then I'd say that definitely warrants the Killswitch.
I'm surprised this is happening for Pig at all, because she was around before Hawkins was designed, so I would think the old spawn rules would still be fine.
Has there been anything about Xenomorph control stations or killer-specific crates (EMPs, Vaccines, First Aid Sprays)?
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661116#Comment_3661116
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661115#Comment_3661115
That bit about specific changes to Blight on console/with a controller is absolutely true. It was the last thing McLean did before leaving their dev team, and oh yes it made Blight actually playable, and with moderate practice able to be run well with a controller. 🎮 🎮
Oof, that hurts seeing that McLean's gone now. Hopefully we get more changes to improve QOL for controller killers, because console's a huge portion of the playerbase.
Decend Beyond's user reviews on the Playstation store were terrible for years because of Blight's issues on controller. BHVR has a financial interest to make killers as smooth to play on controller as they are for mouse and keyboard.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661107#Comment_3661107
Do to how pigs trap logic works if everyone has a trap on 2 people is a guaranteed kill
I was kinda joking, but would that guarantee 2 kills? This is essentially the map performing the old "AFK Pig" strat, where the Pig would bodyblock a Jigsaw box to ensure a kill. Then the devs added another Jigsaw box to remove that strategy. So, wouldn't this just create a risk for one person? Or has the Jigsaw box logic changed in a way I don't remember?
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I see where you're coming from, but I feel like in the long term it would just be an avenue for more toxicity. If we don't have a keyboard hooked up, then we're going to spend forever typing out statements and responses.
They implemented console chat in Overwatch when they added crossplay, and, aside from "ggs", people only really used it to complain. The only message I remember that wasn't a "gg" is some dude in a Quickplay game who told us to "maybe touch grass" when we were winning.
I don't think us console players are missing much without End Game Chat.
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@humanbeing1704 said:
I swear didn’t they do specific changes for trickster on controller?
I don't know about Trickster, but I do remember that they made controller specific changes for Blight and the console community was elated.
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I think they do need to make a few more changes to allow those of us on controller to flick a bit better. I'd say we're almost there. I play Blight, Xeno, and main Singularity on controller. The main thing I notice is that PC players are able to flick faster than we are. When I watch PC Singularity gameplay, I see that they are able to flick the cameras around faster. If we could get that on controller, then I think that they'd have resolved the worst issue.
However, it's not as bad as it used to be. Blight apparently used to be unplayable on controller.
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Guess someone's not leaving that trial alive...
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@GeneralV said:
Thank you.
A pity we didn't get a Lunar event this time. A dragon-themed Lunar event would have been awesome.
The dragon is a big deal in many Asian cultures, so I wonder what players on the Asian servers thought of the announcement?
I agree with you, though, a dragon themed Lunar New Year Event probably would have been the best Lunar New Year Event ever. As an aside, I hate to say it, but the cosmetics we did get this year were pretty generic, and weren't themed around the dragon at all.
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I kind of just accept that my chances of survival are minimal when I que up for Survivor now.
Maybe this will be the year that BHVR finally does something about solo que. Everyone seems to be talking about it.
Moreover, the BP incentive has been heavily survivor sided when I play for a while now. I wonder if people are finally giving up on solo que. That'd motivate BHVR to do something.
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No, the XP system with these special events doesn't double all XP you get, just the base match XP. If you watch the XP counter after a match right now, it'll add XP for the match, XP for your emblems, XP for a first game as killer/survivor, and XP for "subsequent match". The "subsequent match" XP is the special event XP, and that's based only on the first amount of XP, the match XP.
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@skylerbound said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659710#Comment_3659710
Worst fate ever is being ignored while boonmeg gets all the chases :((
Well, when boonmeg goes down, she'll need someone to rescue her and take chase while she boons another totem :).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659254#Comment_3659254
It also seems very unintuitive to me, but people can't be counted on to be logical in DBD.
They probably figure that tunneling is strong enough that they can manage it, even against someone good.
But yes, toxicity gets thrown at me and it's usually pretty clear it's because I'm a P100. Heck, I've had streamers flat out call me a, "P100 (slur) no life"
It seems completely illogical to load into the game and be like "Yeah, I'll tunnel the P100 for 3 Hook stages while their team mates do gens, and that's the easiest way to win." You're far more likely to get juiced by a P100 than their literal P0 team mate. Both do gens at the same speed. One is going to go down faster in chase.
I usually see a P100 in my killer lobby and I'm like, "Yeah, I'll go after you last."
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@[Deleted User] said:
Wraith, seems halfvthe killer player base hard tunnel these days but wraiths though I don't see as many these days seem to do nothing but hard tunnel & for some reason they always seem to target me first!
& if you have the nerve to get a pallet stun or 2 before first down then thats it they'll throw 100 games just to kill you!
Sometimes I wonder if it's because the Wraiths are new. Given that he's a free killer and all.
Other times they have a skin and that theory suddenly seems less likely.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659653#Comment_3659653
I definitely agree that an anti tunneling mechanic should not be locked behind a licensed perk. The 3 seconds DS could be base kit and BT (the perk) could let you lose collision with the killer for 20 seconds instead of granting Endurance, which would also grant it great synergy with OTR. Both of these combined would make for a very strong protection against tunneling.
I agree that tunneling is often used as a crutch but I cannot really blame anyone but the devs for this flaw in game design. I am of the philosophy that in order to win you should play smart, not hard (because the alternative is a bottomless pit). And tunneling sadly is the smart play. However, this can and should be changed.
This last part does not only affect survivors but it seems more common on the survivor side (probably because it's a 4v1). It is an unfortunate truth that all of us can only fight toxicity on an individual level. The best one can do in such situations is to remain positive, remember that it's a game and then kill these jerks with kindness. That and to report the people that take it too far.
Oh, yeah, I could have written that last part better. I wasn't trying to insinuate most survivors are toxic, I just meant that there's some really mean survivors out there. I've encountered my fair share of toxic killers too. For some reason, those few mean survivors stick out to me. "Killing them with kindness" really is the best way to put it. The only way to end the cycle of toxicity is to be better than the toxic jerks on both sides.
As for tunneling, yeah, the devs will ultimately need to do something. Even in tournaments, tunneling is the go-to. That was the big eye-opener for me to see that it's a problem.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659645#Comment_3659645
The issue with those perks in Solo is that you have to run so many things just to have a decent time and even then....eh.
Gotta have anti-tunnel, maybe even two, since anti-tunneling perks are weak. Exhaustion perk for sure and an altruistic perk since healing is a necessity. Gotta bring something for gens as well, since you're gonna be doing 7-8 on average.
5 perks already. No room for a QoL perk, I'm afraid.
You sum up the issue with perks as solutions to solo que problems pretty well. I only think these new perks are good as long as they are part of a process where BHVR gives us actual basekit buffs to solo que survivor.
People have been asking for years to make Kindred basekit. I can't think of a way this could abused by groups, mostly because they have the information Kindred provides already! That includes the killer aura read, because group member will always call out when the killer is near the hook. I say the same goes for Empathy. It would benefit solo que players without giving much of anything to groups. Knowing where your team mates are, when survivor is a team based game, is shouldn't require 25% of your build.
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Wraiths. Usually all it takes is for me to give a good chase at the start, then they tunnel me like it's personal, even though there are other survivors who they have hooked and are probably weaker links in the team.
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It could be because players can at least use the pods for surveillance, provided they know where to place them. If it is, though, then it's a weak reason. Singularity has a skill floor higher than some killers' skill ceilings. Getting truly good with him requires you to have really good knowledge of maps, the macrogame, and how to get survivors to burn through EMPs as a resource. Aside from Twins, he probably justifies the "Very Hard" rating the most.
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@Xernoton said:
This has been thoroughly discussed before and I agree, that there should be some kind of base mechanic to preven hard core tunneling. However, this would need to come with some strong restrictions because this basically allows a survivor to become invincible. They cannot be hooked but they can still Interfere with the killer. Meaning, the killer would be punished regardless of how they play when that is not done properly.
On top of that DS should go to a 7 seconds stun with further restrictions. But this would also need to come with a compensation for killers. Which is a discussion that many are not ready to have. Tunneling is the most efficient play style. But that is not the reason why we want to nerf it. It's very unfun to play against. But the killer's strength level should not rely purely on what survivors consider fun.
So what do we give the killer in return as a reward for spreading hooks? It would need to come with a slowdown mechanic. But that could be insanely strong and damage the fickle balance the devs have built over the past 7 years.
One more thing though. Tunneling is not the reason why survivors become toxic. Some people are dicks. That's why they will try to make their oponent miserable. You could be the nicest player of all time and they'd still be rude.
I also think we should buff DS, even going so far to make a weak form of it basekit, given that it's a licensed character perk. A lot of killers seem to use tunneling as a crutch to avoid learning other skills as killer that would make them more efficient. I'm not saying that every killer that tunnels is guilty of this, because sometimes tunneling seems like the best option available, but I think there's a large contingent of killer players who tunnel for this reason.
Your last point about some survivors is really true, though. There's a large number of players on the survivor side (solo or in groups) who seem to get more joy out of intentionally ruining another person's play experience than just playing the game and winning. I feel like the hardest skill to learn when playing killer is actually to learn how to handle these people and not let them ruin the role for you. I've struggled with this sometimes.
Edit: Edited for clarity.
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I don't endorse hard tunneling, and the logic of hard tunneling in the early game seems flawed to me. However, there are times where tactical tunneling is an option that can swing the game for the killer. Commonly, this is tunneling someone who's on death hook to get them out of the game.
Other times, the killer only finds certain survivors, so they end up unintentionally tunneling because it's the only way to play the game. If most of the team is playing immersed and not even showing their face to the killer, then of course the killer is going to go for the weak link who is more careless and exposes themself.
As many others have said, a hard anti-tunnel system would essentially make one survivor invincible, which would be ripe for abuse by players who are looking to be obnoxious and bully the killer.
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Between the Iron Maiden crossover making the BP incentive be on survivor and the extra XP in matches, I've been playing a lot of solo que the past couple days.
MFT was problematic because it was a "win more" perk. It worked best on people who already knew what they were doing and were going to give the killer a hard time anyway. It mainly made them more impossible to catch. Poorer loopers didn't really get benefit from it. It was also largely un-counterable, because it worked as long as the survivor wasn't exhausted, and the perks for exhausting survivors kind of sucked. Finally, it paired too well with perks like Resilience and Dead Hard to completely undermine the hit and run playstyle. It essentially punished the killer for doing what they were supposed to do, injure survivors. I think they nerfed it the way they did in order to make staying injured more risky.
I never really used Iron Will, but I think an issue was that it hard countered Spirit.
I have a feeling that BHVR are experimenting with solo que buffs. Both recent licensed survivors, Ellen Ripley and Alan Wake, have perks that give information that is most useful in solo que. Ripley has Lucky Star, which reveals the other survivors and the closest gen. Alan has Boon; illumination, which shows everyone in its radius the locations of every generator and chest. I think it is on their minds, but this seems to be how BHVR experiments with changes to survivor.
When survivors originally asked for side objectives, they introduced boon perks. However, COH was the only one that really caught on because it was OP, so now killers come with counterplay that revolves around doing more involved side objectives. I think they are trying stuff out, but we're kind of at the mid point of that process right now.
However, the game does have a problem with killers using perks to substitute for skill. I've seen more players bringing 4 slowdown perks as their "builds" to stall the game for as long as possible. I think more killer players are using slowdowns to compensate for the fact that they're terrible in chase and don't use their time efficiently. Instead of getting better at killer, they are throwing on Pain Res, Grim Embrace, Pop, and Overcharge to stall out the game until survivors run out of resources and they don't have to be good in chase.
I think this is hurting solo que disproportionately because solo que starts out with a tighter margin for lost time before the game reaches the point where the killer has the advantage. The 4 slowdown builds make that margin much smaller. I think BHVR's probably going to do something about this, like limiting the number of gen regression perks you can equip. If they did this, killers would have to pick regression perks that actually synergize with their killer and build.
If they did something like this, it'd help solo que survivor tremendously.
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These are my ideas for the killers that I play:
Demogorgon: I'm just putting this here because I saw somewhere that he might not be able to place a new portal if he's already placed them all. It would be good QoL to allow him to replace the oldest portal with a new one, given that most setup killers can do this now.
Nemesis: Definitely needs an add-on pass. Most are useless, except the ones that hasten his tier gain, which are the part of his power the player controls. There should be more add-ons that affect the tentacle whip. I think the zombies need a rework to their spawn logic, where they spawn near gens and tend to patrol them more, similar to what they did with Trapper's traps. Also, I think the brown add on that increases zombie FOV should be made basekit. It would probably make them more consistent, at least in their ability to harass survivors. I'd also like to see what happens if the Tier 3 tentacle injures and infects the survivor, possibly in a PTB. Given that it takes Nemesis so long to get to Tier 3 this could make him quite dangerous in the late game and incentivize survivors to not give free hits early on, because vaccines couldn't protect them in Tier 3. Last and definitely least, I'd make the S.T.A.R.S. Field Manual turn zombies yellow whenever they see a survivor. This would make it a training add on similar to Blight's crosshair add-on and Nurse's teleport location add-on.
Dredge: Haddie's calendar needs to get the "make part of it basekit" treatment. Dredge's power already has a cooldown and his teleport is slow, so the current basekit locker break hurts him a lot. I've seen a lot of Dredge players advocating for this change. I don't know what else I'd do to him specifically. He has strong add-ons, including what I consider to be the most balanced insta-down iri in the game. The other main change he needs is a map change, which is to add more lockers to maps. This would help everyone, as we're still seeing lots of perks that interact with lockers.
Knight: He needs a lot of help. Map of the Realm needs to be basekit. Nearly everyone I've seen who plays Knight says this. The guards need to be more consistent in their chase logic. I've seen clips of guards sometimes walking through a pallet, and other times they decide they need to go around. That, and they're very easy to fakeout at windows. I'd kind of like to see a change where the banner mechanic is removed, even if it's just on a PTB, and survivors just need to outlast the hunt, but that might be a bit drastic of a change.
Singularity: Hux is actually really strong and difficult to counter if played well, so I'm going to be careful here. The logic of where he can shoot a pod needs updated, as it's too common to see an area where a pod can be placed, only to have to shoot like 5 times because you moved a tiny bit and the game no longer registers the spot as being "ok" for a pod. I'd also like to see the brown keycard add-on get the basekit treatment. It would be a nerf to EMPs, and would make cameras a bit more of a threat. I'd also like to see the logic of lock-ons change a little. A lot of times, survivors can hide badly, and the camera won't see them because the center of their body is hidden. I feel like if the Slipstream or most of their body is showing, then the lock-on should still register. I'm not advocating for easy teleports, but sometimes survivors are able to get away with just barely "hiding." This would make finding EMPs and hanging on to them a bit more important, rather than relying hiding as much.
Xenomorph: I agree with @HolyDarky about hitting turrets with the tail should count as a successful attack. The current version hurts it despite the fact that hitting a turret with the tail does take skill. I'd also increase the movement speed slightly after a missed attack (a missed attack, not one where the tail hits the environment). Survivors should be incentivized to run the Xeno into turrets as much as possible, and making the tail just a little more dangerous could help with this.
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This is a logical and well-thought-out take on tunneling, and I agree with everything you've said.
In regards to "new paths," I propose taking BBQ and Chili's old +25% BP bonus per hooked survivor and make it basekit. Basically, paying killers not to tunnel. I guarantee that killers will hunt for hooks on all four survivors like bloodhounds if they could get a 100% bonus on top of what they're already making this match.
Like you said, tunnelers are going to tunnel no matter what, but they will be outliers.
Edit: Edited for clarity.
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Whispers has been a bad perk for years now. BBQ, like most aura perks, works without the survivor having any knowledge of it working, which gives the killer an element of surprise, and that's one of its advantages over Ultimate Weapon. Ultimate Weapon seems more powerful than it is because survivors know that the killer knows where they are. Perks like BBQ give the survivor's position away without them knowing. That's why it's powerful on characters like Ghostface and Huntress. It allows the killer to catch the survivors relatively flat-footed. Ultimate Weapon never does this, because survivors always know when it's been activated. It's like a single sonar ping with the killer at the center. You get a read on all survivors' positions now and only now. Aura perks like BBQ are x-ray vision, you see survivors without them seeing you, and you get a sense of where they're going.
Ultimate Weapon does also have a hard counter in the form of Calm Spirit, which, unlike Distortion, always works in exchange for the penalty to certain action speeds.
Edit: Forgot to add about Spies-it's kind of a training perk to get newbies to understand that the birds can help them. At least, that's how I see it.
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No, if anything, survivors' biggest problems are still their teammates and the MMR system. While survivors have been nerfed, a lot of these nerfs came alongside killer nerfs. Nurse has been nerfed (she could be safely nerfed some more). Blight's gotten his add-ons reworked (nerfed). Even Xeno got nerfed, despite the fact that it was bugged. 3-gen SM got thrown out and replaced with something actually playable, and the 3-gen playstyle as a whole was removed from the game. Oh, and Sadako got nerfed too.
BHVR does seem to be trying new things with survivor. MFT was an attempt at branching out to exhaustion perks that don't cause exhaustion, but only work until you become exhausted. However, based on how MFT turned out, that experiment was a failure, unfortunately. More recently, they seem to have been trying to add more solo que oriented perks. Lucky Star and Boon: Illumination seem to be heavily geared towards providing information to teams who aren't on comms (solo que).
Ultimately, though, the biggest problem in solo que is other survivors. It's rare that I flat out get a solo que game where, despite us playing as hard as we can, the killer just steamrolls us. Usually, we lose because someone plays badly or kills themselves on hook. Sandbagging is a big problem in solo que. Case in point: I was in a game against a Knight on RPD, and he had around 2 or three hooks when 2 gens were left. Our Ada got caught and put on her first hook, and she proceeded to try and kill herself. Our Steve rescued her, but she ran back into the killer and suicided on hook, resulting in a 3K. In that case, the match could have been a 4-man out, but it became a 3K because Ada decided to throw the game.
In solo que, problems come from people killing themselves because a killer isn't "fun" or them never doing gens because they say doing gens is boring. These are problems the devs will never be able to solve, because it's not a mechanics problem, it's a problem that the individual player has. I actually think the game is continuing on in a steady march towards being more balanced, but this is revealing problems outside the game for some players.
Also, as long as the backfill system exists the way it does, MMR will never be a very good system. When you have 5 people in a lobby, the likelihood of someone dropping out is high. Then MMR goes out the window, and what happens in the ensuing game is anyone's guess.
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Thank you for sharing this. Even if you're desensitized to your symptoms, I imagine it can sometimes be difficult, and I admire your strength. This was informative and quite an interesting read.
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@appleas said:
Actually I just noticed the hair style and clothing is similar to Dwight's default outfit.
I guess The Unknown got to Dwight first
There's another possible reason that it looks so similar to Dwight:
https://www.youtube.com/watch?v=_lOT2p_FCvA&ab_channel=StarWarsMalaysia -
I'd rate Unknown's in B-tier, honestly. I don't dislike it, but I feel like there's nothing missing.
Side notes: It always feels good to see Singularity's chase music get ranked highly. It also always pains me to see Plague still in the default list.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655503#Comment_3655503
From the voicelines I think it did assimilate(?) the people from the theater because a lot of the voice lines do make sense in the context of a theater. It’s just soo unnerving.
I mentioned this on another thread as well, but it's going to be interesting to see what they do with the rift and tome for this chapter. How are they going to write a tome on The Unknown? Are they even going to try to?
Either way, the cosmetics for it will be wild.
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A mimic killer would essentially be a stealth killer. In general, stealth killers do quite badly relative to killers with dash abilities, ranged abilities, or teleport abilities. The main counterplay to a mimic killer would basically be to spread out, avoid other survivors, and pump out gens. A killer who relies on their ability to mimic survivors in order to get close to them would probably be frustrated because survivors will just start prerunning against other survivors, while survivors who are left alone will continue gens. There's enough self-heal perks in the game, including Sable's new one, to make this strategy viable. If someone did get caught and hooked, then survivors would be assured that their rescuer is real and coordinate with them. It would hurt a mimic killer quite a bit.
Ultimately, while a mimic killer could be fun in the beginning, it would likely become boring or frustrating for killer players after the first couple weeks.
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I'm on console 😥, but I've been watching a lot of stuff.
Apart from the killer's long neck, which doesn't work for me, I like it. It wasn't what I originally envisioned, but after taking it in, I think it's good. The disturbing, contortion-ey way it moves, coupled with the tentacles that erupt out of random parts of its body, really gives me "homicidal parasite wearing its victim as a skinsuit" vibes. It's cool.
I think BHVR's complete refusal to give us anything solid about its lore helps as well. Everything that I believe is true about it comes from in-game context clues. The weird parasitic extensions that appear out of random parts of the body and the fact that it somehow turns its victims to dust is what makes me think the body is a victim its wearing. Someone on Otz's stream even suggested that some of its voicelines are things it heard from the movies, which suggests the map is its favorite stalking grounds.
I actually like its power. The hallucinations add a teleport feature that doubles as some genuine psychological horror. I've already commented on how the UVX tentacle is implemented physically, but I think that its in-game functionality is actually perfect from a design point of view. Coding it to work like a mortar makes it stand alone among killer powers, similar to Singularity's biopods, and gives it really high skill expression. It also completely undermines typical looping rules with its bankshots. There are going to be some wild clips.
My only problems are its walk animation, which makes it look like its prancing around, and the axe. I'm sorry, but the axe just seems like a cliché that was randomly thrown in.
All in all though, can't wait for March 12th!
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655359#Comment_3655359
Yeah, same. It’s just so incredibly disturbing… And its real mouth is on its back? It even has teeth 😰😨😨😨
Its interpretation of what a normal face looks like is chilling. I understand at first glance that it looks exaggeratedly cartoony… but that’s what this creature is making a human face look like irl… it’s just so incredibly disturbing.
I honestly think it's wearing someone's face. Which is worse.
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@thatkatemain2468 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652449#Comment_3652449
i havent really played killer since dedicated servers became a thing. but my daughter who button mashes gets 200 kills a week farming points for me. the killer role in general doesnt really take any skill. sub par killer players can mop elite teams on a consistent basis but good survivor teams still lose at least one player more than 50% of the time. again, this isnt about skill, winning or losing. its about fun. all of the killers i mentioned have some type of kit which puts survivors in a hold W and pray situation almost every single chase. that is not fun. i dont care about opinion when the sheer fact is that survivors skill should play a huge part in winning and losing and against these killers it does not.
You keep insisting that this isn't about skill, yet the crux of your argument is that survivor skill should play a part in whether they win or lose. Here, you're ignoring the fact that these killers are designed around you learning new techniques and skills to outplay them.
"the killer role in general doesnt really take any skill." This is completely false and insulting to killer players. It's probably also why you struggle against them. You should try to learn how they play so you can better counter them. I already discussed how all of these killers actually have very high skill expression and take practice to get good at. If the killer player is more skilled at their killer, then they beat the survivors.
As to usually losing at least one team mate every game, BHVR have said multiple times that they want the average kill rate to be 60%, so you should be losing survivors almost every game. It's a multiplayer survival horror game.
@thatkatemain2468 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652449#Comment_3652449
i also forgot to address the "they outplayed you" part of this. all of these killers get guaranteed damage which survivors have zero ability or control to avoid. thats not being outplayed, thats facing a killer with a poor and unfun design.
It's not guaranteed if it takes skill to use. They're good at their killer, and it sounds like you don't have enough skill to play around them yet. Keep trying to learn something, and you'll gradually find they aren't free at all, and you can control whether they get a hit or not.
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@thatkatemain2468 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652468#Comment_3652468
sadako is not but the rest are for sure. xeno ingnores pallets and most loops by reaching over and traversing the map with ease. low TR and passive ability with very high uptime which requires no action to use. chucky, low TR faster moves and charge that ignores pallets and windows. singularity, teleports to survivors with imunity to pallets and increased movement speed. SM, nuff said. Knight, guards last forever. even though touching a hooked survivor makes them despawn theyre not a fun mechanic and dont have a reliable counterplay. trickster, artist, pinhead, pyramidhead, nemesis if u vault u get hit, if u drop the pallet u get hit. hold W and pray=not fun.
You can counter all of these killers with some knowledge of how their powers work. Here's some tips against them.
Xeno can traverse the map quickly, but it still has to catch you. Use turret motion trackers to determine if it's nearby. It's power requires skill to aim, so you can use fakeouts to try and bait it into tail striking at an area you're not heading towards. Also, run to areas with turrets, as those will either divert its attention or break it out of power completely. If it decides to go back into the tunnels, then it's dropped chase and you can get away.
Chucky only gets one dash per power activation. If his first hit is a dash, then he's probably lost power, and you can loop him like a normal killer for the duration of his cooldown. If you're already injured, then that's unfortunate. My advice for avoiding free hits from Chucky is to check the source of every scamper sound around you. You'll be safer that way, and could probably escape from him with the speed boost if he does hit you.
Singularity has to tag you and fully lock on to teleport. That, or he has to use his pod gun. He only has bonus speed if he uses a specific purple rarity add-on. To avoid getting a teleport, grab EMPs from crates. They automatically print them for you. If you get tagged, then immediately using the EMP should get rid of the tracker and disable the pod, allowing you to make distance. The best defense against Singularity is to try to have an EMP ready as often as possible. If he does teleport to you, greed pallets and never drop them. Even if he gets a hit, the pallets are saved for later. If you do want to drop them, then predrop. He'll still break them quickly, but you'll be able to make some distance.
Skull Merchant: Wait for her drones to enter their passive scanning mode. You can hack them to disable them for a while.
Two of Knight's guards run slower than you, so you can always outrun them if you keep running. They all drop a banner where they see you, and that banner becomes available to collect when the horn sounds. If you can find a way to path back to the banner, then you can end the hunt early. The guard AI is really dumb, so you can fakeout at windows and they'll fall for it. If the Knight is chasing you as well, then he loses collision. You can run right through him, perhaps even back to the banner. You can also bait him into hitting you to avoid the two-tap.
For Artist, Pyramid Head, and Nemesis, look behind at them when they're chasing you. You should be able to tell when they're going to use their power and bait them. Artist and Pyramid Head can be baited into special attacking, which slows them down and puts their power on cooldown. Nemesis suffers a movement speed penalty for missing. You can use your mindgames to make distance, possibly to another loop.
Trickster needs to hit you several times (ten?) to injure you. You can make vaults even if he hits you with knives because he'll probably only get a couple hits if he's accurate. If he uses main event, jump in a locker. He'll either have to burn the whole thing hitting a wall, or cancel. If he cancels, he makes a groaning noise, which is your cue to get out of the locker and run.
Hopefully these tips help.
Edit: Clarified description of Chucky's power and added a couple Singularity tips.
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@thatkatemain2468 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651944#Comment_3651944
i understand that. can we take a vote as to who thinks Trickster, Knight, Twins, Xeno, Pinhead, Skull Merchat, Artist, Dredge, and Singularity are amongst the most fun killers to play against? The person who brags about winning due to excessive survivor DCs or hook suicides is having as much fun as the team they beat. Nobody respects a CoD or Halo players skill who would say "I have 1000 kill streak with God mode mode enabled. i wonder why everyone keeps leaving the lobby".
May I ask if you've ever played as these killers, and if so what is your play experience is as them?
Apart from Skull Merchant, people don't mass DC against these other killers. I've also never seen anyone brag about making survivors DC'ing here. Fun is highly subjective, and fun-to-go-against even more so. In general, though, I've seen very few people outright say these killers are unfun to go against, aside from Twins, Knight, and SM.
Almost all of these killers, apart from Knight and Skull Merchant require varying levels of skill to use effectively. Trickster requires a lot of skill to be able to hit survivors with successive knife hits to get the injury and down. Twins are often described as being clunky to play as and often require the player to heavily rely on slugging a large number of people, which is high-risk high-reward. Xeno also requires skill to aim the tail and know when to use it, not to mention using the tunnels to patrol the map effectively. Pinhead needs to learn how to both get the portal to open in the right place and get it to hit the survivor, and on top of that he needs to play a macro game to keep survivors off the box. Artist requires players to make accurate placements to gut up close injuries, and proper reads to hit bird snipes. Dredge has to play around locker spawns and loops because he's an M1 killer. Singularity requires a lot of game sense, knowledge of the macro-game, and quick response times to maintain map pressure.
If these killers get you with their power, it's because they outplayed you, not because they were using "God Mode."
Killers don't play four 1v1's. They play a 4v1. They need to be able to down survivors quickly so they can move on to the next one, and powers that allow them to do so are a part of the game.
Edit: Edited for clarity.