Vorahk08
Vorahk08
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651493#Comment_3651493
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651510#Comment_3651510
The trailer doesn’t usually drop before the PTB release, so I wouldn’t expect anything for Monday.
though idk if there is a stream announced for the release? Which probably would happen like right beforehand but they really only started with these recently and I don’t think it’s guaranteed for every PTB
I don't think they'd do a stream before a PTB, but they'll probably do one when it releases in March, similar to Alan Wake. They'll probably combo it with a reveal of the new event, similar to how they did it with Lights Out.
What I'd really like to see, though, is a behind the scenes video/stream, similar to what they did with End Transmission last year. I want to know all the juicy details of how they came up with this chapter, including how they came up with their most ambitious marketing campaign for a chapter ever.
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That's unfortunate. You'll be glad to know that I don't use a VPN.
I may not be experiencing this problem, but you still have my sympathy and my support in asking BHVR to reverse this decision.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652233#Comment_3652233
I could live with Kindred base kit as long as the killer's aura isn't revealed.
If we're trying make all the information of a SWF base kit, then you'd constantly need to have map wide Bond, gens would need to be highlighted once a survivor has seen them, the killer's aura would need to be revealed as long as at least one survivor has a line of sight on them and there would also need to be an indicator for pallets that were already dropped. It sounds ridiculous because it is.
The goal is to give solo queue the tools to communicate a bit better, not to give them all the information for free.
Oh, I agree 100%. Kindred only giving the survivor aura reading would allow the perk to still have value.
I don't think all info a SWF gets should be available by default either. I was mainly just suggesting basekit Kindred and Better Together because they're pretty basic effects that are could help solo que players coordinate a little better, similar to a chat wheel.
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I play on console, so I've never seen whether someone accuses me of cheating or not, but I do have a couple funny stories of instances where people might have thought I was cheating.
For a while I ran a build on Knight with Discordance, Merciless, and I think Tinkerer (don't remember the other perk). Basically, I'd wait for Tinkerer to proc, wait a bit, then guard snipe them. Got value out of Merciless almost every time. It was entertaining, and I'm sure some people thought I was cheating given how almost supernaturally accurate I was.
Another was on Gas Heaven, where I was playing Xeno and used Lethal Pursuer. Instead of going into tunnels, I bolted over to the closest survivor, who was setting up a turret in shack. I ended up one-shotting him as he put the turret down because he was using No Mither. I was sure in that moment he thought I was cheating because I was right on him.
Both times people probably saw my perks and figured it out, but both situations made me say to myself, "Man, they probably think I'm cheating!"
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Up until now, I've used shards primarily for licensed shrine perks and buying characters from my backlog. I'd hound the shrine for Cannibal and Cenobite perks, since I'm not into them, and I'd basically hoard shards all year until the Anniversary and go on a shopping spree. I consistently don't play during the Christmas event, I've found.
Now, though, I'm saving them for cosmetics. I like buying the new chapters and supporting BHVR because, even though I disagree with some of their specific balance decisions, I still think they're doing a good job. Also, they sound like they're actively trying to create a nice work environment with moves like eliminating crunch, which seems unfortunately rare in the game industry these days. So, yeah, I generally buy new chapters and licensed cosmetics. Shards these days are for original cosmetics, which gives me an in-game goal to work towards.
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I think that could help solo que a lot. I'd also like to see some perks like Kindred and Better Together's Yellow gen aura become basekit as well. SWF has access to this information anyway, so it would be another buff that only really helps solo que. This would help make solo que and SWF more equitable, which makes killer balancing a little easier.
As an Overwatch vet (who played a lot of Support) I know one line we'd hear more than others:
"I need healing!"
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652203#Comment_3652203
And you're doing the right thing, my friend, because Singularity is WAY more fun to go against than Wesker.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652194#Comment_3652194
This.
It is not matter of skill, it is a matter of having fun.
It's fitting to point out how fun is subjective in a thread about unfun killer designs. It just hammers home the point that no one's going to be happy with every killer, so the best BHVR can aim for is balance, which includes a Freddy rework.
A good Freddy rework.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652205#Comment_3652205
And you're doing the right thing, my friend, because Singularity is WAY more fun to go against than Wesker.
Unless it's a hardcore 3-genning Singularity. Then it's as fun as dentistry. Haven't encountered one since the anti-3-gen nerf but I bet they still exist and I bet they're still horrible to deal with.
I would hope now that we all have to contend with regression limits, that the system has at least killed 3-genning as a playstyle on any killer.
But yeah, Singularity's proficiency in area defense probably does make him horrible in a 3-gen scenario. Knightlight actually did that in a tournament as a last hoorah before the anti-3-gen and won.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652146#Comment_3652146
I still don't see it.
It is a dash and a countdown towards the Hindered status effect. I don't think this is a kit that provides an enjoyable experience for the survivors.
He might be fun to play as, I do not know. But against?
Pass. There are way better options.
I'm actually mixed on playing as him as well as playing against him. When I play him, he either feels like Budget Billy™ or worse Blight. I don't know, guess I'm just missing something. But then again, what do I know? I main Singularity.
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Killers have had anti-loop since the beginning. Nurse, the first DLC killer, is the physical embodiment of anti-loop, and that's probably why she's the best killer in the game. She's designed to be un-loopable. Beyond her, though, we have Hag, who can use her traps to bodyblock pallets and windows and get hits on top of that; Doctor, who can make Survivors scream and thus block them from using pallets and windows; Pig, who has a dash attack; Spirit, who can turn invisible and zoom around a loop; and Demo, who can Shred to break pallets or catch survivors from a distance. These are all killers with anti-loop built into their kits.
On average, Anti-loop killers also have very high capacity for skill expression and techs, which killer players are drawn too. Artist has bird-sniping, Dredge has Remnant games, Wesker has a number of techs like the rebound and hug tech, Singularity has mid-chase tag-and-teleport (which activates his anti-loop), Xeno has the "fishing" tech, and Chucky has his dashes. Is all anti-loop good? No. Knight's and SM's anti-loop are bad because they are both fire-and-forget. No skill expression there. Their skill expression comes in other parts of their gameplay. However, anti-loop killers generally have more skill expression than non-anti-loop killers. Where's Trapper's skill expression? The only skill expression Trapper has is where he sets his traps, which is at best an educated guess that may never pay off. What about Legion? Do they have much of any skill expression?
I don't understand the argument of removing anti-loop killers from the game. That feels like saying exhaustion perks should be removed because they give a survivor a "get out of jail free" card to either get out of a deadzone that THEY let themselves be caught in, or because it allows them to chain loops they would not be able to otherwise. The whole point of exhaustion perks and anti-loop is to add variation and uncertainty into the gameplay loop. They keep it fresh instead or formulaic. Killers have to play around survivor tools for extending chases, and survivors have to play around killer tools for shortening them.
The truth is that, because of how the game works, chases can't be long. If a killer is getting into a bad first chase, then the optimal thing to do is drop the chase and go for someone else, because, if they don't they could lose 3 gens in one chase. They shouldn't but it can happen. Survivors typically spawn on their objective, while killers usually spawn across the map from them and have to search. There are also toolboxes and gen speed perks, which make gen repairs take less than 90 seconds. When we put all of this together, a "good" first chase for survivor, or a "bad" one for killer, doesn't have to be 90 seconds.
The three main ways that chases are shortened is make the killer stronger, make the survivor weaker, or give the killer a power that fundamentally alters how loops work, usually anti-loop. BHVR usually goes for anti-loop, probably because any basekit or perk buffs to killer buff Nurse and Blight, survivors don't like nerfs (understandable), and new powers with anti-loop keep gameplay fresh. It may not be fun for survivors, but it is fresh.
Edit: Forgot to add that the stats published recently also show that comms don't necessarily make a team more likely to survive any killer, except at High MMR. Mandy confirmed that "High MMR" is referring to a really low number of players above the soft cap. https://forums.bhvr.com/dead-by-daylight/discussion/405429/which-percentile-is-considered-high-mmr-by-bhvr
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I'm curious to see how the Mangled nerf works. If the timer is long enough, then people just won't heal until they aren't mangled anymore. Depending on the timer, this could end up being similar to what mangled does now. The timer might end up being more of a dial they could use to control mangled.
I also wonder if part of the reason they're doing this is to hurt tunneling and camping. Mangled makes it really hard for solo que players to help take hits for someone being tunneled, and some determined campers are camping from a distance to the point where players are going to Stage 2 before the anti-camp bar fills. They still have to catch the person, but they still get the person dead on hook, and Mangled keeps other survivors from helping very much.
Like I said, I'm curious to see what they ultimately do.
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@OrangeBear said:
The video teaser they posted today. I have never been so disturbed by anything dead by daylight related. I am amazed.
Hopefully it will be similar in game. If it moves in a unpredictable and quick way then it'll be great.
First time I've jumped at DBD related advertisements. The incredible thing is that every teaser provides more information but leads to us asking more questions. This Teaser answered my questions about how it's mimicking human voices, but completely invalidated my theories about what it actually is and why it's doing it. No matter what happens on Tuesday, this is BHVR's best advertising campaign to date.
Bravo, BHVR, bravo.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650182#Comment_3650182
I think there's a difference between the two.
Killer has been "4K or bust" for years now. Survivors have been altruistic since the start. Unfortunately, I think it's too late to change attitudes.
An MMR change to reflect hooks WOULD be good, objectively. It wouldn't decrease tunneling though.
Yeah. I see what you mean.
Survivor's pretty easy to view as a team game. Even the devs talk about it like its a team game. The surprising part to me is that the MMR doesn't view it that way. Probably the root of some of its problems (but not all of them).
If a large number of people are in the "4K or bust" mindset, then no wonder they're unhappy as killer. I rarely 4K, partially because I give hatch in, like, 80-90% of the games where I could 4K. Based on hatch simply existing, I'd say the game is balanced around killers getting 2Ks and 3Ks.
What I don't understand is, people don't tend to talk as much about winning all the time in other PVP games, like Destiny 2 and Overwatch (I'm using those because I played them). Is it just because those games have designated casual playlists (Control for D2 and Quickplay for Overwatch) and designated sweaty plalists (D2: Trials of Osiris, OW: Comp)? Is it something about DBD's lack of a specific "win" condition for killers that makes people focus about winrates? Or is it because DBD is asymmetrical and that just lends to "us vs them"?
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Imagine having this on the town's prime time news after all the week's reports of people going missing and mysterious home invasions/murders.
"This video is presented as found. It has not been edited. Viewer discretion is advised."
This would give the parents nightmares.
When I watched the teaser, I jumped when it rushed the poor dude. Surprisingly the first thing I thought of was the Callisto Protocol art style, which is actually a good thing. I was really excited for that game until it... you know.... came out😐️. I don't think it'll be an alien, though. It looks like some kind of cryptid-type monster.
All together we have this thing kidnapping/killing (eating??!) people, to the point where it is actively stalking people in their houses and trying to imitate human speech. Then we have the college kid drawing pictures. When it originally came out, we thought he was in some kind of trance. I wonder, though, if he found something in the woods that severely traumatized him, and he's drawing these drawings to try and make sense of it or get it out of his mind. Going back, the image looks a little like a cocoon or an egg. Maybe this thing came out of that, and that's why the college kid is still alive when everyone else has died?
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I think they'll do nothing for the foreseeable future. It hasn't even been a year since she was reworked, so I would guess they decide to wait for a full year of data before even making plans regarding a rework. Like many others have said, there are numerous killers who need love (Twins, Freddy, Myers) and many others who need minor tweaks. Committing to yet another large rework of SM would be a massive resource drain. If they really wanted to be done with this, they'll probably just Freddy her. However, my speculation is that they won't do this because it would set a bad precedent. Nerfing a killer because people suicide against them would encourage survivors to suicide against killers they don't like in the hopes of getting them nerfed too.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650160#Comment_3650160
Doctor is probably also due to the fact that he is free on Console. This is why he has quite a high pickrate, but a low killrate.
I didn't think of that, but it probably does help. That probably also explains Huntress's stats.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650163#Comment_3650163
The MMR loss must be incredibly small if survivors are dying most of the time and still staying in high MMR.
I wish the game could recognise good plays outside of escapes or kills. A survivor that loops for a long time whilst doing gens and helping teammates but dies shouldn't lose MMR and killers that spread hooks instead of tunneling players out shouldn't be losing their MMR either.
Hens made a video where he goes into detail about matchmaking, and he does talk a bit about the high end of MMR: https://www.youtube.com/watch?v=ZhYciabFkLE&ab_channel=notHens
I agree about your points on factoring something other than escapes and kills. Killers are being told that they're only good if they get kills, which encourages tunneling. If MMR encouraged killers to be more of a nuisance and general terror, it might lead to healthier gameplay. Survivors making a self-sacrifice to get a 3-man out is also an important play, but they paradoxically get penalized for it.
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@TieBreaker said:
I'd be curious to see how many solo survivors are in high MMR. How do you die in the majority of your matches and not drop to a lower MMR bracket? Are high MMR solo survivors all running Distortion + CS + SS + Left Behind?
Doesn't a loss cause you to lose MMR regardless of how well you play in a match?
I think it takes longer for MMR to degrade when you're at high MMR.
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Survivor perks aren't surprising. The only thing I can think of for this is that Adrenaline's probably going to take a hit when they nerf it.
Pop at the top of killer perks is probably the most surprising thing about these stats to me. I honestly thought Pain Res would still be #1, given that it's a fire and forget perk you can put on literally any killer and still get value. Also, Ultimate Weapon couldn't crack top 10, but BAMBOOZLE did?!
The Singularity pick rate makes sense, but the kill rate suggests they do have room to buff him. Sadako's probably going to plummet in pick rates now that she's been nerfed and Billy will probably take her place. Legion's pick rate is not really surprising, given that they're such a beginner friendly killer.
SM kill rate is totally inflated by suicides, especially with a 2% pick rate. I'm surprised that Dredge is as high as it is. My guess is that it comes from Nightfall. The Xenomorph kill rate makes me happy, though. It's just 1% point off from being perfectly balanced. The pick rate's pretty good too. That Doctor kill rate, though. Ouch. Lines up with my experience as Doctor, unfortunately. As a side note, I'd really like to know how many Myers kills come from Tombstone add-ons.
The survival rates of solo queue vs groups is really nice. Really shows that groups don't really affect results, except at high MMR. For me, this puts the whole "SWF is unbalanced" thing to rest.
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New teaser dropped earlier. The King made a video about it, and here are the teaser images from his video:
Definitely looks like BHVR is going the Cryptid route to me. Looks like a really cool setup if nothing else.
Edit: Forgot to add the link to the King's video: https://www.youtube.com/watch?v=-D4FHvXeMOs&ab_channel=TheKing
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647895#Comment_3647895
I actually agree with toolboxes getting the medkit treatment.
But there is zero reason to target Deja Vu. It's a great solo perk, and the bonus to repair speeds is negligible.
That's fair. I'm really just using Déja Vu as a stand-in for all gen speed perks, which I think would benefit from being looked over with toolboxes.
I wonder if BHVR is trying to help solo que with some of the new perks. Lucky Star and Boon: Illumination seem like they might have been made for solo que players. I still think we need basekit changes to see significant improvements.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647798#Comment_3647798
But I use Deja Vu and Toolboxes as a solo survivor. How is nerfing them going to help me as a solo survivor?
And when I play with friends, we spend most of our time distracting each other. So what is giving us 'speed penalties' going to achieve?
I use Déja Vu and toolboxes as solo survivor as well. Nerfing them alone wouldn't help solo survivors. I don't think, however, that solo que should rely on strong perks to be bearable. Everyone has been saying for a while now that solo survivor needs QOL improvements, because the situation for us is kind of getting worse. If solo que was buffed in a meaningful way that provided players with more information, similar to the information that SWF get through comms, then it would contribute to better game health becacuse BHVR would be able to balance the game around survivors as a whole, instead of balancing around both solo que and SWF, which are completely different in terms of power balance. The HUD upgrades are an example of this. It doesn't really help SWFs, but its great for solo que.
When I talk about nerfing toolboxes and gen speed perks, I'm thinking of something similar to what they did last year with medkits. Toolboxes and perks like déja vu on survivor are like Ultimate Weapon on killers. They're great for lower tier killers, but it also makes the best killers more frustrating to play against. Having strong perks for all survivors makes both solo survivor and SWF stronger, though, and that's the problem for balance. My suggestion for nerfing gen speed perks is based on the healing nerfs from last year in the Tools of Torment Mid-Chapter. They strategically nerfed medkits and COH so that survivors wouldn't be able to self-heal as much. They can get a couple of self-heals out of medkits, but medkits as a whole were made less powerful. It made hit and run viable again for killers. I still bring medkits in games. I suggest nerfs to the things that speed up gens because making gen speeds a bit more standard would make it easier to balance killer vs survivor.
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I don't know why so few people like Artist. I feel like she's one of the few killers who has a low skill floor, a high skill ceiling, and can be viable at the highest skill levels. I don't understand the people who feel her power is boring, because I like how tactical it is, but that's just me.
Dredge is, unfortunately one of the most RNG dependent killers in the game. Locker spawns are more random than Sadako's TV's or Xeno's tunnels, and, for some reason, the number of lockers has been decreasing on every map released since Dredge, which seems counterintuitive. It also seems like the ability to lock lockers hurts him really badly. Like, it seems that they could remove that mechanic and he'd be fine, given that he doesn't have any kind of dashing power. I hate that this is the way it is, though. If he were more reliable, I'd play him more. I love his power, but it seems like he's too restricted to be consistent.
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@Crowman said:
What do you mean now? 4 slowdown perks have been the best build for a while now.
The only thing survivors need to do is gens therefore extending how long it takes for those gens to finish have always been the best build.
Have they? It felt like when Xeno came out, people were still running lots of other perks in their builds as well. Typically, when I've looked at builds in the past, they've been one or two slowdown perks, with some other chase or info perks mixed in. I said in my post I might be behind everyone else, though.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647795#Comment_3647795
Punishing players for playing with friends in a party game?
I know, I just feels like so many killers get completely run over by survivors having communication. A better solution would probably be to nerf gen speed perks like déja vu and toolboxes, buff solo que (IDK how), and balance the game around SWF. I suggested speed penalties because it seems like the game is still balanced around survivors not having comms, which just isn't how the majority plays, I guess.
Sorry if I came across as aggressive.
Edit: Edited for tone. I came across as rude before.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/405110/how-does-it-feels-devs
What can ya do 🤦♂️
Give SWF repair/heal speed penalties.
I'm being serious.
Edit: Removed unnecessary us vs. them commentary.
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It's less stress than normal killer, that's for sure 😑.
I'm enjoying being able to use it to practice with newer killers. Chucky is fun, and for me, Demogorgon is a new killer since I only got ST when it came back. It's also really fun that Singularity is stronger than usual in this mode, since he's my main.
I can see it getting boring, though. There's no build variety, and some of the killers like Xenomorph just don't work in this mode. It's a fun novelty, but it really feels like a dry run for more ambitious modes in the future.
It also feels like this is a good test for how the game works when it's stripped back down to barebones gameplay. No perks, no items, and no add-ons. The no TR thing is probably going to yield some interesting data as well. I hope BHVR shows us some data after this week ends.
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I generally play to win, but I'm not overly sweaty about it. I refuse to run a build that's all gen regression, and I have no problem playing killers who aren't meta. I also enjoy being able to achieve victory with weaker killers. My main, though, would have to be Singularity. I almost always give up a 4K to give the last person hatch, because it feels better to share the feeling of having a good outcome for a match with another person. Sometimes, if the last person standing was obnoxious, I'll sacrifice them for the BP.
The best feeling as killer during a match, though, is to completely break the survivors as a team. To have played so effectively as to be in total control of the match, to the point where survivors default to the rule of "the best way to escape the killer is to always be faster than the default Meg" feels good. Granted, I'll probably slug the Meg and keep up the pursuit, but still. I guess it's a constant theme with the killers I play: Plague, Demo (just got him when ST returned!), Knight, Singularity, and Xenomorph. I always try to play them in a way that causes as much chaos as possible. Never let the survivors feel safe, like a good survival horror villain should.👻
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646439#Comment_3646439
You're very welcome!
Feel free to spend those bloodpoints wisely.
Maybe spend them on a really, incredibly attractive Survivor...
If you can't think of one, I can...
https://us.v-cdn.net/6030815/uploads/LVQZHLNYVF55/nancy-2-1.jpg
Woah. That's a lot of BP! Thanks!
Funnily enough, I might end up spending that on Nancy. Getting Inner Strength on every survivor is really tempting. Better Together's good too.
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@Exxodus21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645801#Comment_3645801
I once suggested to make a version of Corrupt Intervention either basekit or change the perk to block the 3 generators closest to the survivors instead of farthest from the killer. That way survivors have little chance of jumping on a gen unless all 4 are spread out and it gives the killer an idea of where to go from the start.
I've like the idea of making the recently unhooked survivor unable to be hit or bodyblock way more than what we have now, as long as they're unable to complete any actions or follow the killer around for call outs. It would be terrible if an immune survivor could follow the killer until they got a down and be able to get into position for a flashlight or pallet save with no way to stop them.
Yeah. Any system that is meant to prevent tunneling would need serious stress testing. Far too often survivors exploit their anti-tunnel abilities to either bully the killer or completely cut their momentum when they aren't tunneling. Part of me feels like anti-tunnel perks shouldn't work if the survivor goes down taking a protection hit. It would make protection hits more impactful.
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I think the problem of tunneling and genrushing are both cases of the old "players optimize the fun out of a game given the opportunity" issue.
Tunneling:
Tunneling feels like it's a case of the killer either thinking that this is the most efficient way to win (unfortunately, they might be right). I feel like the best way to combat this is to disincentivize tunneling as much as possible.
I saw an idea on another post that suggested replacing basekit BT's endurance with an "intangible" effect, essentially making the killer's hits not register with them, while also allowing the killer to bypass them to attack the rescuer. I like this approach because it solves both tunneling and obnoxious bodyblocking when the killer's trying to play fair. At the same time, OTR still works like normal.
I'd also add a basekit DS. It would only last as long as basekit BT currently does, but the difference would be its timer would stop if the survivor were put into chase or downed before it expires. Basically, if a killer tunnels a survivor off a hook, the timer pauses. If the killer downs a survivor through their basekit BT and OTR, the timer pauses. That way, if a killer really wants to tunnel, they'll have to slug the person. They can't hook them. Killers who get greedy will get DS'd.
Sometimes, though, tunneling is the result of the killer just not being able to find anyone else, so they return to the hook and go for the easy target. Thus, I think new mechanics should be added to incentivize spreading hooks. I'll talk about that below.
Genrushing:
I agree with the idea that toolboxes should get the medkit treatment. Uniform metrics that make them, as a whole, easier to balance while also making them less painful for killers to deal with. I'd also bump the numbers down on a few perks like Overzealous and Déja Vu. While it's fun to blow through a gen with a strong toolbox using Streetwise, Overzealous, and Déja Vu, it's kind of hard to balance. I feel like nerfing perks that enhance gen speeds would also nerf genrushing. If need be, regression perks could also be hit to compensate, but the goal here is to get killers to use more variety builds, so regression perks should probably stay where they are in order to get killers to use one or at most two at a time.
Secondly, I'd make a couple perk effects basekit. The perks themselves could either make the basekit effect stronger or be reworked like Shadowborn. I like the idea of making Deadlock basekit, as others have suggested. Some people have argued for making Corrupt Intervention basekit, but I feel like its effect is too strong to be basekit. Besides, Deadlock is a licensed killer perk that has been in the Shrine once. Corrupt Intervention is easier to get. I'd also make BBQ and Chili basekit. Like I said above, this would also incentivize killers to spread hooks, because now they actually have other targets to go for. It would also encourage killers to go harass survivors doing generators, because killers know exactly where the gens are being done.
I don't think these effects would completely solve either issue, but I think they would be a strong start.
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These are just sad. Honestly hammers home the point that the game needs adjustments.
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We're overdue for a new original chapter, and I'm hoping it's going to be a good one, given that they've devoted a decent amount of time to (admittedly great) licensed killers recently. BHVR's originals are some of the best killers in the game with the most innovative powers when given time to cook properly. Original survivors usually have great lore and some decent perks. The last original chapter was End Transmission, which is essentially a year ago now, and that was a great chapter. Admittedly, the Singularity's power might have been too well made, as it's over-complicated for a decent amount of people. However, I would prefer a good, complex power that gives rise to a devoted niche of players like Larry and Hag have than a kitchen sink power like Skull Merchant's.
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I'd say Singularity is almost S-tier in this mode. Smart biopod placement will mean survivors are much less likely to see your pods, and they'll still scurry away from generators when you tag them. Given that survivors can't see your stuff too well, it's almost like having the Eye of Sauron. On top of this, they won't hear you coming, so if you see someone through a pod, you can actually still sneak up on them without them realizing you know exactly where they are. His usual gameplay loop is still effective at pallets as well, so survivors have been going down pretty quickly for me. My only problem has been learning to counter the FOV tech.
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@MrDrMedicman said:
It should be based off bp gain/gens done instead of kills/escapes. If a killer gets 1 kill, they easily snowball into a 4k more often than not (which is why tunneling is so very enticing). But on the flip side, the killer really didn't do well if the survivors pushed 4/5 gens. This'll keep weaker killers out of high mmr hell and keep carried survivors who did nothing in the weaker brackets
That's actually an interesting idea. I'd like to see what would happen if they did adjust the MMR to work that way. It would at least be a form of evaluating based on in-match performance, rather than final results, given that they don't seem to want to use the medal system anymore.
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I was disappointed. Like many others, I thought we were going full sci-fi with a murder-bot. Seeing her in the PTB, I thought it looked like a confusing integration of a "The Most Dangerous Game" type power. The drones' zones were too obvious to make it seem like she was always watching and they created a serious problem with visual clutter. Her base outfit was also underwhelming. The alternate one she got at release was bad too.
It just made me more excited when End Transmission was announced and I got my murder-bot. In my opinion, the Fire Moon CEO outfit is also a fix for her default costume, but it's low on the list of outfits I want to get.
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@Chaosrider said:
There are 3 issue I have with this system.
- Kills/escapes is not a sufficient indicator for skill. We have an emblem system that tracks a variety of indicators and would be much more reliant as mmr system. Back as it was used as matchmaking base at some point it was a decent matchmaking with balanced out games. But devs overthrow this good base system instead of honing it. One of the worst developments this game had to endure.
- Matchmaking is flawed beyond control. Backfill lobbies screw the most games. Killers are free to do lobby shopping with no penalties, resulting in the utmost stupid match-ups. the range of matching mmr values is obviously by far too big. also at some point youre in low-mmr hell. You get matched with bad players and due to that ridicoulous backfilling you probably play more often against killers that take out the small fry super easy, just holding you back from raising your mmr at anymore.
- Also nobody knows their own mmr, the mmr of their teammates nor their opponents and so they cant even calculate at which level they are or how hard they have to sweat to get to a certain point to evade bad games. also much toxicity arises from not knowing their own mmr as 90% of the playerbase claim to be high mmr, though theyre not. I often have killers in my games that 4k cause of low-mmr hell and think theyre the greatest of all times.
Summary: the whole system is a mess. but as always devs cling to their new toys no matter how unsuitable they are.
All of your points are great.
- I feel like this is made worse by the fact that DBD feels like it snowballs a lot. Either the survivors get to the endgame with everyone alive and only lose one person, or the killer starts getting momentum earlier and gets a 3K or 4K. Nightlight shows that 2K's make up the smallest percentage of match results for every killer except Twins.
- Backfilling is a huge pain point for me. Given, as you said, that a lot of killers lobby shop, the lack of any protection hurts those who don't lobby shop the most. This only results in killers who don't lobby shop getting demoralized because they're being put in games they can't hope to win.
- On top of not knowing MMR, we have prestige, which, to be honest, isn't a great indicator of skill. It's just a measure of time played, given that bloodpoints are what make the prestige number go up. However, it's the only measure we have, which leads to killers lobby dodging and creating a worse game for the next killer in line.
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Honestly, they should make gen block perks not stack. One gen block effect at a time, then when it runs out, the gen is unblocked until another effect blocks it. This should be a rule especially if BHVR wants to have killers use gen blocking more instead of constant regression.
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635127#Comment_3635127
Same I either get left on the hook until second phase or die on first hook. Or I end up doing most of the work. When I check out their perks they are either all newbie perks or they only have one. It's like why do I even play. And the killer is like Zues.
Survivors when I play solo que:
Survivors when I play killer:
Both pulled from Youtube
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It's almost completely useless. Very few people know what it does to begin with. The fact that it only increases the already pitiful 4% chance of unhooking makes it almost useless to people who aren't in a 4-man group. 4-man SWFs are the only ones who can really build into it because they're the only ones with the numbers to stack it to a meaningful level. A stat that only benefits 4-man SWFs, who are already some of the most powerful players in the game when measured against killers, solo-que players, and 2-mans, makes it pretty useless.
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@humanbeing1704 said:
As a mid level player it never pits me with other mid level players
its either noobs or people wayy above my pay grade
Definitely. While I'm not the best in chase, I can lead the killer around for a little bit. The HUD makes it obvious though that my team mates aren't doing anything with this time, though. As killer, it's a toss up. One game I'll have survivors with no understanding of self-preservation, and the next, I'll face a team who thinks this is a tournament.
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I use different charms on all my characters and try to pick ones that fit their personality. My absolute favorites though are the Demon pumpkin from the recent Halloween event (it's just so cool!); the Motion Tracker from the Alien Chapter because it's a dead ringer for the one from Alien Isolation, one of my favorite games; and the Dancing Marionettes as really sharp and elegant. I know those are all from the past year, but I actually think they really knocked their charm design up a notch this year.
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Probably an 8. Aside from Twins, who seem to alternate between clunky and objectively broken, Freddy should be the biggest priority for a rework. He's in the "Iconic" tier of killers, with Myers and the Xenomorph, so there's no reason for him to be at the bottom of every tier list. I understand that, at the end of the day, some killers are just going to be weaker, but that's what we have Legion for. The only "Iconic" killers who are considered A-tier are Wesker, Xeno, Chucky, and Pyramid Head (not necessarily in that order). Sadako's currently A-tier, but from the patch notes, she won't be in a week and a half. IMO, Freddy needs a rework badly, followed by a Myers rework, and finally buffs to Ghostface and Nemesis.
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As many others have said, slug 'em. Bully Squads lose their minds when you start slugging, because you're not taking the bait anymore. I once got a bully sabo-squad who sent me to Midwich. They all had Saboteur, Boil Over, and so on. They couldn't chase to save their lives, and they were just denying me hooks by sabotaging them. Once I caught on, I just downed one and stood over them, waiting for them to bleed out. Match progress ground to a halt. They lost their minds that I wasn't playing the game. They stopped playing the objective, and took turns running up to me and T-bagging. Luckily, I was playing Ghostface, so I just T-bagged back. There's nothing they can do, because, if they do try to get their teammate back up, you can just knock them down again. Then it's a 3v1, which is more manageable.
@ShinobuSK said:
I hate perks like Boil over even more so, simply because it affects console killers way more than pc. Unreal they keep it in the game like this
Boil Over is probably one of the worst designed perks in the game. I've only ever used it because I didn't read the description properly and thought it made you wriggle out faster, and now I just use it when I get a stupid "Wriggle out X times" challenge. It blatantly penalizes controller players in a way no other perk or game mechanic does. Say nothing about the people who run up to a second floor and run a Flip-Flop+Boil Over combo. It's only ever used by people who are being obnoxious, or players who think they're clever by making themselves unhookable... until the killer just slugs them and they've made the game a 3v1.
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@Seraphor said:
There should definitely be a move away from stacking multiple heavy regression perks, in favour of more varied slowdown mechanics.
Gen blocking is great because it can be strong, but also can't really stack. A gen that's already blocked doesn't get 'double blocked'.
Then you have Hexes that get survivors cleansing, and things like Mangled/Haemorrhage/Franklins for dealing with items and healing.
The 8 regression event limit is great in that respect, it's almost like a Exhaustion equivalent for regression perks. There's no use bringing Pain Res, Surge, Eruption and Pop all at once because you'll overuse them.
That's an interesting perspective that I hadn't thought of. I've definitely noticed an uptick in killer "builds" lately that are really just the 3 or 4 best gen regression perks. Spreading slowdown across more effects by creating an "exhaustion" for gen regression will probably contribute to better build diversity. Perk builds have historically been important to keeping the game fresh, so encouraging killers to take perks that aren't just gen regression perks is probably best for overall game health. After all, survivors are able to bring wacky, off-meta builds that still do great because they're part of a team. That keeps survivor fun. I think killer can be made significantly more fun if we are incentivized to try new perk combinations.
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Maybe I'm just broken after so much SoloQ, but that's become part of its perverse charm for me. 💀
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631461#Comment_3631461
No problem.
Though I'd say the issue with Nurse isn't just because she is a "relic". Many good things in the game are. Even some players are.
I think the one issue everyone has with Nurse is the fact that, once a certain level has been reached, there isn't anything you can do against her. That was already true all the way back then, and it still is true.
And I don't think anyone truly knows how to fix it. Give her a rework and soon enough you'll see her placing puddles of blood on the ground or overheating. Leave her alone and some complaints will never cease.
It is a complicated matter.
I agree. I didn't necessarily mean relic as an insult to her. Honestly, it sometimes feels like the "relics" like Tinkerer, Devour Hope, and Discordance work better than some of the new stuff! Same goes for characters like Huntress and Spirit.
On the rework front, it seems like, no matter what they do, Nurse as she is will always be Queen Killer because she's the only one that gets to completely ignore basic game mechanics. But then again, a rework would probably leave her with some kind of overheat mechanic. If nothing else, I'm interested to see what happens with the Twins rework. The Billy rework gives be some hope for the future.
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@UnknownKiller said:
I did already kick gens is highly ineffective while block give more time.
Me too! 😂
Kicking gens is mostly a tremendous waste of time. My builds these days often mix a heavy gen regression perk like Pop or Pain Res with blocking perks like DMS or Deadlock. Most of the "best builds" I come across seem to do this too.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631453#Comment_3631453
It is not that Nurse was created for the sole purpose of countering infinites, she is a killer that was never meant to adhere to the regular looping gameplay. As you've said, she is a killer that you cannot loop.
But Nurse happened to be released during the very early days, and survivors were far stronger back then. Now they aren't that strong anymore (some of their advantages had to be removed, others didn't but got removed anyway), and some players believe that Nurse should have been changed, just like those aspects from the survivor side.
Thanks for the clarification. It seems like Nurse ultimately is a relic of a bygone era of DBD that hasn't been updated to fit with the times, and this makes her overpowered, as opposed to underpowered relics of the past like Myers.
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I've seen it in the shrine a couple times, but I don't buy it because it seems like No Way Out does the same basic thing (seal the survivors in with you when they should be in the clear) but more consistently.
As survivor, I have died to it once or twice, but it's always more like "GAH! Ok, moving on," because it is so rare.







