Xernoton
Xernoton
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- Xernoton
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I think they should just remove the green map offerings and bring back the old brown ones. That at least didn't guarantee you get your chosen realm.
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I'm not sure there is an easy fix to grabs since it's depending purely on latency. The mechanic itself works quite well. It would definitely be nice to not see the killer grabbing someone from a hook only for the survivor to still get the rescue though. I mean, did the killer seriously yank that survivor so hard that they grabbed onto their teammate on the hook and they got ripped right off? I'd immagine that would at least justify a permanent broken status effect.
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You're right. Basekit Unbreakable won't destroy this game. In that regard DBD is a bit like a Cockroach. No matter what you, it won't die easily. I mean we went through an extremely stale meta that literally caused some players to quit, we have a massive cheater problem, there are still a lot of things that make this game less fun than it could be.
However this incentivises hardcore tunneling. Don't believe me? Why did killers slug before? To ensure a 4k, yeah. But also to put more pressure on the team. To actively force multiple people away from gens. Picture this: One on the ground, another in chase and one coming for the pick up. That's pretty decent stalling. Now that gens get done faster than before the killer buffs and this strategy will soon be useless how else will killers stop 3 survivors from sitting on gens at all times? By getting 1 out immediately. Apart from that there are also numerous situations which afford the killer to slug no matter if they want to or not.
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I think a city or town map could play in on the actual horror factor of this "horror game". Imagine getting chased through the narrow streets of a dark, abandoned city, running for your life from a madman with a chainsaw. They could even add some street lights to illuminate dark places that activate once certain gens get done or some gate opening when the gen next to it is powered like on Gideon Pallet Plant. From a gameplay perspective such a map might be a bit tricky but since BHVR don't seem to care too much about it (Otherwise, how do you explain Gideon, Badham, Garden of Joy, Eyrie?) it would at least bring back some of that disturbing atmosphere someone feels in their first 2-3 matches of DBD.
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Slugging is a way of punishing survivors for making dumb decisions. If 2 survivors run into me or I down someone next to a gen while the others are still on there I could easily go for another free hit or down by letting one survivor on the ground for a while. You will see Unbreakable as the most used survivor perk when this update goes live and that will completely prevent killers from snowballing in such a way. Also there are many situations where you can't pick up the survivor immediately. What if they go down under a pallet? What if there is someone with a flashlight? What if they bring saboteur or sabo toolboxes? What if the killer gets unlucky and there is a literal hook death zone? These situations all REQUIRE slugging or certain perks. The thing about perks is that the killer can only bring 4. Not 16 (as the survivors), not 10, only 4. I really don't think it'll be healthy to force killers to run Lightborn, Agitation and Hex: Bloodfavor only for them to be able to hook people safely leaving them with 1 more perk slot. People don't get bothered by the fact that they can't slug for the 4k anymore but by all these situations above.
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I once had a Gideon with 38 pallets but I heard there can spawn over 40.
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I didn't always believe in the Devs and since they barely communicated about the cheaters situation I sometimes felt like they were trying to ignore it and instead come up with flashy new killers and perks to make us not think about the problem at hand. I wrote it elsewhere but I'll say it again. This is all I ever wanted. To know that BHVR are working on the problem and don't ignore us. Thank you, BHVR.
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Thank you, thank you, thank you! This is all we ever asked for. For BHVR to aknowledge the problem and tell us they will take action. Everyone understands that there is no way to immediately get rid of cheaters entirely but just knowing it's a priority is enough to put us at ease and don't feel like the problem is ignored alltogether.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201828#Comment_3201828
I mean, why do you think they added those buffs for killers? So you don't have to run gen slowdowns... y'know, that thing people said they were gonna do
Funnily enough gens can be done even faster now thanks to Hyperfocus + Stakeout. I don't care about slow down because I find it boring (unpopular oppinion, I know). But no one in their right mind can think the situation I pointed out is healthy. With these changes walking around in pairs of 2 has basically no risk anymore which will also mean that those situations will happen more often.
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True. You know what else exists? A restriction that allows the killer to run no more than 4 perks. Also how exactly do you counter sabotaging hooks? Probably run agitation, right? Pallets? Well, there is bloodfavor. So now I have 1 perk slot left just because I basically have to ensure that I can hook the survivor immediately.
Killer is gonna be a whole lot less fun to play if this goes live.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3198435#Comment_3198435
You loose progress if you walk. That's enough to clash with the snap out timer.
I know, but why would you be walking instead of running? If the Killer is on you, you mostly run anyway. The only thing you might have to change is what you do on the other side of a pallet or window. Just keep running in circles and it won't be a problem though. If the killer is elsewhere you can just run to the next safe structure and start snapping out of it and mending. There really is no need to walk unless you want to get your exhaustion to go down. But that shouldn't be a priority over mending.
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For me it's Dredge and Oni. For the life of me I can't enjoy them. They both feel like tanks to me. Incredibly clunky and somewhat sluggish. I know a lot of people like both of these killers and they definitely aren't weak but I can't play them.
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I agree. Games get a bit rough when there are more killers than survivors. If only there was a way to fix it...
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@Thunderfrog said:
So the counter to instant death is letting him get a free hook? Still a bullshit add on.
I mean you would go down anyway, wouldn't you? Even without the addon Myers still has you exposed while in tier 3. Also if the Myers can get you while moving with 106% speed I have a hard time believing they really couldn't get you before. I think the Tombstone really isn't that much of a deal since it has a huge downside. The Tombstone Piece on the other hand is problematic since it's downsides are much more manageable and the still allows you to mori a survivor instantly.
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While I would also like an option to surrender to make some games end I think it would make some killer adepts and other achievements pretty much impossible. I mean how do you expect a Hillbilly or Bubba to to get enough chasing points without extansive slugging when the game is under control? Or how would it be possible to get 4 Tombstone moris in one game, if the survivors could just surrender.
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It feels like cheaters have overtaken the game. It's tiring to check every lobby for cheaters and having suspect everyone that is just a little too good. It's even more suspicious if you can down them twice with ease because without their cheats they aren't good and then they become completely uncatchable, running faster than the killer, impossible to mindgame behind walls etc. The main problem is that everyone has to record their games to even be able to report them and get them banned. BHVR is basically making the players do the work in finding and providing evidence for cheats when the game should be able to do that by itself.
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For some reason survivors tend to think I'm a bad guy. But that's not true! I just like running around with a chainsaw like a mad man. Otherwise I'm just a normal, underpayed milk delivery man.
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In BHVR's oppinion Myers is completely fine. That's why he doesn't get any buffs or nerfs and his addons are not even looked at. They probably already forgot that Tombstone Piece is actually a thing.
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I started playing Billy at the beginning of the year and have almost exclusively played him. The overheat mechanic really isn't such a big deal for me. It's annoying and pointless considering that his power isn't that strong to begin with but it's not his main problem. The main problem is janky hitboxes! There are so many obstacles you can't curve around tightly because of their hitboxes. It's cursed and playing him without Shadowborn is painful. Next are his addons. We have 9 awful addons, including the iridescent ones and only 3 really good addons. The Pighouse Gloves (God, I hate those!!!), Big Buckle, Off-Brand Motor Oil and the Black Grease literally do nothing in 4 out of 5 matches. I desperately tried to get some value out of them by sending me to specific maps and designing my whole build around them but it's not enough to make them shine. Often enough without engravings you will be too slow to hit a curve even if you executed it perfectly because the survivor has more than enough time to react and just go one step aside.
The fact they removed Skybilly, which was actually supported by BHVR before, is an insult to what made Hillbilly unique. Billy's power is simple enough but it can be used in unpredicted, creative ways to get around the map better, come from different angles and even reach places that would otherwise require you to take a much longer route. It was difficult but fun and allowed players to always think of new ways to use his chainsaw. Now that they "fixed an issue" this is much more restricted. They should at least have given some buffs to Hillbilly in return to compensate this.
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What did I just read? You have so much time snap out of it and mend this really isn't an issue. You don't lose any progress mending and the timer doesn't go down as long you're running. The killer losing you has no effect on the deep wound status. So whatever you point you were trying to make earlier is completely invalid. Snapping out of madness also carries on progress so it doesn't regress.
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That's not a good idead. With old DS people were literally running in your face because they knew they were basically untouchable. This would allow the same thing. Even if the killer is going for someone else that person might come over with OTR, take a hit and then begin a chase with the killer while the other survivor, who was initially the killers target, gets away. It would be better if they'd rework OTR and make it an anti-tunnel perk. One that can't be used aggrassive. For example a survivor with OTR loses collision with the killer.
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Try Devour, Undying, Thrill of the Hunt and Haunted Ground. That should work more or less consistent.
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Step 1) Make it easier and more intuitive to report cheaters.
Step 2) Add the possibility for killers and survivors to surrender after X minutes or force an end to the Match after that time.
Step 3) Add a way to rewatch and record parts of the match.
Step 4) Go all out on the Anti-Cheat programm.
Step 5) Add ways the game itself can recognize cheaters. It's definitely possible for the game to test survivors and killers for action speed, movement speed, the number of perks equipped etc.
Step 6) Auto-Ban people that got busted by the game itself and also got a number of reports accusing them of cheating. (Note auto-ban should only be applied if both are criteria are served)
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3191851#Comment_3191851
Freddy would like a word with you
What killer is that? I'm pretty sure such a killer exists only in your dreams.
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I'm sorry but the killer is supposed to find, chase and down survivors. What do you think would happen if killers had less tools available to find survivors? It would increase the rate of camping. Massively. It's hardly a bad thing that killers now don't lose a gen because they got screwed by spawns. Remember old Haddonfield? That was a perfect example of why Lethal Pursuer was needed so much. The reason killers need and have so many aura perks is because their objective, survivors, is moving. That means even if they saw a survivor 20 seconds ago, that information is not enough to guarantee they will find that survivor now. Most aura reading perks aren't even that great. BBQ for example activates after hooking a survivor for 4 seconds but it doesn't show any survivors within a range of 40 meters. There really is no such thing as "infinite wallhacks" even if the killer had all aura reading perks at once.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3196598#Comment_3196598
You have a lot of growing up to do. If you think "camping" and "tunneling" are scummy tactics. Let alone critisizing someone for their play. Let alone calling them toxic for playing the game....?
Just because YOU have this idea of how the game should be played. Does not mean that is the correct way to play the game b
Did you even read my post? I did not state at any point that these tactics are scummy, nor that someone was toxic for playing in a certain way. Maybe read again before you get defensive.
I did however say that it is not fun to go against, which should be obvious. This is also the reason why I would like some incentives for the killer to hook multiple survivors and leave the hook. Both sides should be able to enjoy the game. I'm a killer main and even I don't like feeling forced to tunnel or camp because I can't compete otherwise. A game should always work in a way that allows all players, in this case survivors and killers, to have fun and enjoy themselves. The problem is that this can't happen as long as games can be finished in under 4 minutes, and therefore literally ruined for one side, because the other decides to give themselves all the advantages they can get.
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At this point I'd be happy with just a quick: We hear you and we're dealing with it but until then, here is the latest pig nerf.
Something that can be done without risking cheaters finding a way around is reworking the report system to make it more inuitional. In game reports literally do nothing if we don't submit a ticket. Force the game to shutdown X minutes after the gens are repaired, the killer hooked a survivor or something like this. There is also ways to let the game count how fast someone runs and heals or how often they were hooked. Pretty sure it's not normal for a survivor to hook themselves 25+ times and running with 300% speed, so why are these people not automatically banned?
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You can't really compensate for them. They have to learn how the game works just like everyone else.
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You do realize that camping hatch is not scummy but rather the way a killer ensures a 4k, don't you? If the killer closes the hatch immediately when they find it there is a very real chance the survivor will escape anyway because the killer can't possibly defend both exit gates like on Mother's Dwelling. The funny part is that the survivor in this scenario would even be counted as the winner because they escaped through the gate and not the hatch.
Also sometimes it looks like the killer is tunneling or camping when they are actually not. Killing someone at 3 hooks does not mean the killer tunneled that person. It could just be that this survivor wanted the killers attention and then got downed and hooked. Maybe the killer couldn't find anyone else. I was accused of camping for coming back to the hook when the survivor was short of hitting second stage before.
Don't get me wrong tunneling and camping do exist and certainly aren't fun to go against. But a killer that camps because they can apply the most pressure this way is only acting rational. How do you pressure gens as a killer? Simple answer, you don't. Gens don't care. The only real pressure comes from hook stages and deaths. That being said I am all for adressing and fixing this problem. The killer can and should be punished for resorting to these strategies and rewarded for playing normally. Right now I don't see anything that incentivises the killer to not tunnel though. Especially with the way OTR is used it shows that Endurance is not the way to go.
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It's honestly hard to believe how little communication BHVR is doing about this whole cheater problem. We understand that you can't fix everything overnight but not even aknowledging the problem and remaining silent is not going to work. There have been various ideas on how to deal with the situation but nothing has changed. I understand why Otz would decide not to stream DBD anymore when he has to worry every single game about getting stream sniped, held hostage or apparently even getting ddosed.
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1) Nurse. Too many dcs and that nagging voice in the back of my head telling me that Nurse so hard while I easily down a survivor with a god setup.
2) Oni. I'm clumsy with his power and genuinely don't enjoy running into walls until I adjust my aim enough to go around and try to flick.
3) Dredge. I don't know why but any time I see his teleport animation I want to puke. It looks like the killer is crawling towards that damn locker.
4) Twins. Even though I find their concept pretty cool I don't exactly feel happines when my little brother gets held hostage or I have to suffer through an immense cooldown.
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I understand that 3gen strats can be quite oppressive but they are not unbeatable. If you keep working on all 3 gens at the same time the killer will have a hard time defending them especially if they didn't get enough hooks earlier apply kill pressure. For most killers it's also not guaranteed they will get a fast hit or even a down as long as there are at least some resources remaining in that area.
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My experience on this map has been rather relaxing. Mostly because I completely refuse to play on this map by now. This map can really only be described as broken. The amount of bugs you see on this map should be enough to instantly killswitch it. I mean there is the potential for literal infinites to spawn. I'm not talking about ridiculously strong loops but objects where survivors can squeeze through and the killer has to walk around. Second problem are hitboxes and bushes. I experimented with these hitboxes a bit after being sent there for the 3rd time in a row and literally hit a bush BEHIND me with Hillbilly's chainsaw. Also it's quite funny how often auto-aim screws you over. The survivor runs around a bush and you better hope you're not getting "corrected" to hit the bush and let that survivor get away. Next is the old problem of connecting loops. Pretty much every pallet has to be destroyed or it can be chained to create the most insane loops imaginable.
From a graphic aspect this map is beautiful. But the gameplay is absolutely horrible. Especially if you're playing a killer like Billy, Bubba, Blight etc.
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Most of this is quite accurate. But Doctor being one of the strongest killers and Billy a budget Leatherface?
Doctor is a pretty mediocre killer. As soon as a pallet is dropped, his power hardly works unless the survivor is unprepared. With no map mobility and a pretty time consuming secondary power he needs to be played efficiently or he will lose the match.
One day Skybilly will be back and his revenge will be swift. With the intensity of a thousand collapsing suns he will rampage through the masses on his quest for vengeance!
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Myers speedrun?
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It's not a "high MMR" problem than a problem in general. When DH was reworked we finally had some games where killers would end chases without waiting for an hour and a half to see if the survivor might have it. It was fun while it lasted. Now pretty much everyone runs DH again and I'm not surprised. When used how intended DH is now even stronger than before with the same boring, tedious counterplay. Though at least DH for distance is gone. Base BT became exactly what I feared it would be. A free 5th perk for every survivor. OTR proved to not really work as an anti-tunnel perk but more as a perk that heavily incentivises tunneling. Think about it. A survivor gets unhooked and healed and can now bodyblock the killer twice with little to no counterplay other than getting it out of the way immediately. Prove Thyself became more popular and effectively stronger because there are now even more perks to stack it on, which leads to gens getting done in a matter of seconds. Hyperfocus and Stakeout allow one survivor now to work as fast two survivors previously. The problem with most survivor tools is not their existence but how they work combined with each other. And in this case it's absolutely insane.
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Don't you know? Sadako has already had a considerable buff. It's called Dredge.
Jokes aside Sadako is in a miserable state. She has a stealth that isn't really a stealth, I mean tier 2 Myers is stealthier than her and doesn't have to manifest before hitting a survivor. She has an anti-loop (passive phasing) that was more or less copied from Spirit and dialed up a bit, which is effectively useless without addons. She has map mobility that can't hold a candlle to other killers. Dredge's, Demo's, Hillbilly's, Blight's, Nurse's map mobility is better in every regard. And last she has this whole condemned thing. It's a fun little gimmick but also utterly useless, if you don't focus on that specifically. Even then it's risky and more of an exploit (kinda like old Legion with the moonwalking). Add it all together and we have a killer with a lot in her kit that doesn't really help. She is a hit and run killer in a game where hit and run is effectively dead. I wouldn't say she is the weakest killer (that spot goes to Myers no argument) but she is in dire need of a buff. At this point it might be better to just add a form of anti-loop that might actually help her get a down than to rework or buff every aspect of her existing kit.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3191546#Comment_3191546
but why you seriouly need 61%kill rate to feel powerful to play killer?
I mean, kills rate could be 50% or 55% and still get 4k now and then. You dont need to constantly kill every surv to be able to play your role.
I dont enter every game expecting to get 4man escape
Of course I agree that killers shouldn't expect a 4k every game. But killers need to be noticable stronger than survivors. Else it wouldn't feel like an accomplishment to escape or fun to play as killer because one might feel powerless. I'm not certain how high the kill rate needs to be exactly to achieve what I stated before. But I would argue that a 50-55% ratio would not suffice, since you most certainly can't tell the difference between 50% and 55% without official data. I also don't like the fact that it's almost always a 4k or a 0-1k (depending on if the killer tries to secure a kill). It would probably feel fairer, if they found a way to decrease the amounts of those extrems and instead increase the amount of 2k's. However I have no idea how that would be accomplishable.
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The thing about DBD is, it's a 1v4. If both sides were equally strong the 4 would still feel strength in numbers thus playing more reckless, finding new ways to win or make the game easier on them. The next phase of that is, how else could it be, bullying. Let's be honest. If a team of 4 managed to overpower one very strong individual, they would feel good about it (as they should). But because there is no real way for the survivors to express this in hunting the killer down and killing them instead they'll settle for the next best thing. My point is that killers need to feel powerful both to play as and go against to an extend where survivors don't take a risk in playing bold just to assert dominance. I think a kill rate of about 60%, while it may sound high, would serve this purpose.
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It's obvious how overbuffed killers got escpacially considering that a single survivor can now finish a gen in 45 seconds.
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It's a fix to problem as old as the game itself. Spawns were always an issue the killer had to deal with. Most killers just can't afford to run across the map only to find that there are no survivors there. Often enough you spawn in the middle and can only guess. That's probably why they introduced this perk and then buffed it. When it came out few people ran it and argued (rightfully so) that they shouldn't have to give up a perk slot just so they don't lose the game immediately. With the buffed version it has actually good synergy with other aura reading perks and therefore is often used.
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Better nerf it again. Let's make this perk completely useless just so that Nurse doesn't break the game with it.
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The way it should work is: Prestige a character, unlock their teachables on tier 1/2/3 on all other survivors/killers. But because many players never bothered prestiging in the past (understandably) and already unlocked the perks the normal way, they also unlock all perks on all charakters on tier 1 if they had them unlocked before.
It seems your game is bugged. Because you already had the perks unlocked you now have them on all charakters but the game still thinks the perks should be locked because you didn't actually prestige. I'd recommend you make another post in the bug report section and submit screenshots.
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Wait. You don't like camping so your suggestion is to incentivise camping? What do you think will happen if Bhvr decided to introduce such a mechanic? Killers wouldn't leave the hook and instead go for grabs, besides the fact that Safe the best for last would destroy that mechanic anyway. It's the same as with OTR. It incentivises tunneling because if the killer doesn't then the unhooked survivor would later on go for bodyblocks with 3 healthstates. Also why do you need so many perks that make you basically invincible? Often enough a killer can't even leave the area before the survivor gets unhooked and then proceeds bodyblocking them with BT. This is not smart gameplay. It's reckless for the unhooker to not even wait until the killer can physically leave.
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I don't like the idea of making a survivor a human shield because it allows you to play even more reckless. There are a lot of instances where survivors just unhook before the killer can even leave the hook. With 10s BT they can now just bodyblock and FORCE the tunnel. Also think about which killers Surfer from this the most. It's not Nurse, Blight, Spirit or even Artist but especially M1 killers. I think it would be way healthier if the unhooked survivor got 15% haste and lost collision for 10s. This would make it pretty much impossible to tunnel and also remove the possibility of using it agressively.
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Any killer that singlehandedly bottlenecks balancing is a problem so there is no reason to even pretend that she'll be fine after omega blink gets nerfed.
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I'm getting real tired of questioning my own sanity every match because something I can't explain happens. People running faster than usual, insta heals, faster gen speeds, auto Dead Hard etc. are incredibly hard to catch but have a huge impact. Also you gotta love how cheaters react when you trigger their auto Dead Hard behind pallets. It's hilarious until they decide to hold you hostage.
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I'm affraid that would make the game borderline unplayable for killers. Think about it: How many times do you see survivors running the best builds, items, addons and offerings and how many are there per match? I know that not everyone is like that but often enough you see lobbies so stacked with items, addons and offerings that you know for a fact the game was rigged against you.
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I think it follows the same logic as survivors crouching to avoid the chainsaw or sometimes not being able to hit a survivor that is healing another. For some reason their hitbox get's set off while their character model remains at the same spot. Could also be you hit the survivor in an angle where you have no collision on them. That can also happen when they're running.
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@Aven_Fallen said:
Strength-wise Billy is fine. He does not need any Buffs to enhance his strength.
But QoL-Updates would be nice. The animations and the FoV should really be fixed. It is bearable with Shadowborn, but you should not have to run a Perk to have a good feeling when playing Billy. His Chainsaw-Hitbox also can be smaller, this would make it a bit harder to get Chainsaw-Hits (since you actually have to aim properly), but would help with not bumping into things just because his Chainsaw-Hitbox is massive.
I see your point but let's not forget that Hillbilly is also incredibly hard to play and therefore should be more rewarding when played right. For his chainsaw I'm almost certain that his collision zone on objects does not equal the survivor's. You can literally bump into things that are out of your sight but glide around survivors that are a little off center.