Xernoton
Xernoton
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It is a good addition to the game but I'm curious to see what characters they will pick.
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Good riddance. It was stupid anyway.
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God tier rework. They added a niche for this perk that is so bad you would be better off not using anything at all and just playing normally.
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I have a feeling that this will be a real hit or miss thing. It could either be really strong (and probably feel pretty bad for survivors with how fast they can be put to sleep) or it could end up extremely weak but feel a lot better for survivors.
TP cancelling will be necessary for healing teleports. Otherwise, you would simply fake tp whenever they heal, which would be a horrible thing to play against with Hemorrhage.
The term rework isn't really misplaced here either. They have changed a lot of Freddy's mechanics and the new dream pallets will work quite different from the old ones. I am a bit confused though about the part with the dream snares. It says that dream snares will move at 12 m/s. Does that mean Freddy will be able to place those from a distance?
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It's more that tunneling, as much as we don't like to hear that, is a legitimate play style, that in some situations is necessary or logical (survivor with BT bodyblocking for the unhooker) and people don't want survivors to be protected when they play reckless.
To anyone who has played this game long enough to remember when BT was only a perk, how did survivors usually go about unhooking back then and how has that changed? In my experience survivors used to be a lot more careful with unhooks and tried to do it whenever the killer wasn't around. Now I see so many people rushing the hook the instant the killer begins the hooking animation. It's not smart. Not at all. But it seems that survivors overall have become more reckless because of base kit BT. That feels extremely stupid when you play killer and it can end up costing you the match when your teammates do that when you play survivor as well.
DS used to be something similar. Many would use it to basically become meat shields for their team mates and while we will never agree on whether this is smart or not (that discussion has been had a million times already), it is undoubtedly not the way the devs intended this version (or the prior version) of DS to be used.
This is really my grime with anti tunneling measures. I think it is fair, that tunneling exists as a niche play style that can work when survivors play careless and it could be more situational than it is now (way more). However, I do not like the idea of granting survivors more protection, if it ends up being misused and affects killers that aren't tunneling.
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Will it suffer? Yes. Absolutely. For a few days many people will play GTA VI instead of DBD, so BHVR will sell less Feng skins. We've seen that happen before with many highly awaited games. But eventually these players come back to DBD. They always do.
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I see no issue with that either way. It's not like the mori is anything toxic or whatever but if enough players want to skip the animation, then I don't see a reason why they shouldn't be allowed to.
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Rapture. Imagine being miles under the surface, barely any light coming in from the outside and the feeling that this could all break at any moment. And just when you seem to have found a place that's a little safer… TOMBSTONE MYERS!
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Not that I disagree but what exactly does the anti face camp feature have to do with tunneling?
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@ClockworkJink said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858266#Comment_3858266
NO. You go to madness 2.
It takes the doctor 10 seconds to shock you 2-3 times, and leave.
He doesn't need to cross the walls/pallets. His ability goes right through it, and it's spam able. Meaning it's not a time sink AT ALL as it doesn't even take a few seconds. You actually take the survivors time up much more than your own by a long shot.
You can easily get a whole team even if they're spread out to madness 3 in 1 minute, and keep them bouncing between 2-3 all game passively.
While yes the addon gives him fake pallets..... It's uh.... One he always has. So it's just a built in mechanic at that point. I'm not going to bother saying it's an addon, because essentially it's not.
This is his ABILITY alone by the way. Not even one single perk.
He's this stacked off ONE skill.
Static Blast only works within Doctor's Terror Radius. If you're out of range for that, then Static Blast doesn't effect you either.
NO. You go to madness 2.
Wrong. Snapping out of it takes you back to madness 1. To get you back to madness 3, the Doctor either needs to hit you 4 times with Shock Therapy, or once with Static Blast and twice with Shock Therapy. That takes 10 seconds at the very least.
Snapping out of it takes 12 seconds. So you are suggesting that Doctor players can just walk around and apply madness, while the first is snapping out of it again. What about the other 2 survivors, that are left to do gens? Or what about the time it takes you to get the next survivor? Or the time it takes you to finally get a down?
You can't stall them indefinitely, so you do need to progress. Meaning the strategy you described doesn't work and only results in an easy win for the survivors.
You actually take the survivors time up much more than your own by a long shot.
It's 4 survivors and 1 killer, not the other way around. Temporarily stopping one from working on gens and gaining a net +2 seconds of time advantage before you even get into the same situation you were in before that started really isn't a good trade-off. You lose a lot of time doing that. Shocking through walls comes in handy pretty much every match but never to just spam tier madness on everyone.
You can easily get a whole team even if they're spread out to madness 3 in 1 minute, and keep them bouncing between 2-3 all game passively.
Yeah. I can do that pretty consistently. It's called coordinating madness and one of the core skills you learn when playing Doctor. You can't repeat this process over and over again though because it requires set up in the form of people in tier 2 and Static Blast off cooldown. Not to mention, if you were trying to just go after each survivor and apply madness that way, they'd easily get rid of it and make progress on a gen before you even get anywhere close to having the next survivor in tier 3.
While yes the addon gives him fake pallets..... It's uh.... One he always has. So it's just a built in mechanic at that point. I'm not going to bother saying it's an addon, because essentially it's not.
That's not how it works. Base kit means, that you still have 2 addon slots and 4 perk slots left. Also, Order addons are a red herring. You often times go down around a fake pallet, so that must mean that the fake pallet is the reason you went down, right? Wrong. Because in reality that pallet wasn't there to begin with. Meaning, you were in a dead zone and about to get hit either way.
This is his ABILITY alone by the way. Not even one single perk.
Welcome to DBD where all killers have some kind of ability to help them out against 4 survivors. This is all to make up for the inherent disadvantage that any killer faces. The asymmetrical nature of this game. The way I see it, killer addons need to be strong enough to balance out items, killer powers need to be strong enough to balance out the number disadvantage and killer perks need to be strong enough to balance out 4 times the amount of survivor perks.
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@CitizensAboveAllElse said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863109#Comment_3863109
Plague's infection doesn't progress when you're on hook.
You're right. I typed too hastily and somehow skipped a word. Thanks for correcting me here.
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I don't see the issue with Plague. It's not like the infection progresses while you are on hook, so I really don't see a reason why she shouldn't be able to infect you in that situation.
I have never heard about that Doctor thing you described before. Usually you need to stand still for a brief moment and then you get the prompt. Are you sure you were already in tier 3 madness? You can't snap out of it, if you're not.
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Map reworks for Haddonfield and The Game, Knock Out being reworked into a completely different perk, end game changes to avoid the whole slugging for the 4k thing, some more anti tunneling measures (maybe even a buff for base kit BT), incentives to hook instead of slugging from the start and a Chucky rework.
I really liked Chucky when he came out but when they removed flicks I lost all interest in playing him. By now I feel like they kind of maneuvered themselves into a dead end with him. Either he can spam his power and make up for all the things that he can't do with it that way or he has a longer cooldown and becomes pretty mediocre, if not somewhat underwhelming.
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I started playing in 2021 and one of my first games was together with @radiantHero23 as survivors. We played against a Myers on what I think was Wrecker's Yard and didn't know all the perks and addons yet. When the game began he creeped up on me and stalked me and it took forever for me to realise. Later on I ran towards shack with that Myers on my heels and my friend already in a locker. He mindgamed and I thought he'd left, so I was about to leave and just when I came out of shack he grabbed and moried me. I had no idea what was going on since I hadn't been hooked before.
That was how I learned about the Tombstone and Tombstone Piece.
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I'm more or less indifferent about RPD. It's not a map that I particularly hate or love. I like the visual design and I think that it nails some things like size and hiding spots. But when it comes to loop design I really don't like it on either side.
It's pretty boring because the loops are either super safe or pretty much a death trap and almost all of them depend on pallets, so once you drop the pallet you need to leave because the killer will kick it and all but remove that loop. On outdoor maps this isn't that big of a deal because you usually have other pallets available that you can get to just in case but on RPD, not so much.
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Part of it is that you can't carry over many skills you learn from other games. You could be incredibly good at FPS games but that wouldn't translate into you being an amazing survivor / killer (maybe it would help a bit with Huntress, Trickster and Deathslinger but you get the point).
We also have a lot of different things that you need to learn by now. Douzens and douzens of maps and killers, hundreds of perks and perk combinations, like a thousand addons etc. that make a big difference. When you want to learn how to play the game as a survivor, then you need to play a few hours against each killer to figure out what does and doesn't work against them. Some things apply to other killers as well but generally speaking they are all distinct enough that you need to adjust. As a killer that can be easier because you can focus on learning the killer that you play instead of the other ones.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861660#Comment_3861660
This next part might be a bit controversial but bear with me. The DS nerf was good. It wasn't good because the game was healthy in that state but it was good because it highlighted how much of an issue tunneling really is. It had always been a thing but it was never more rampant than in 6.1.0 and that was probably what caused the devs to design more anti tunnel perks and buff some options that were weak before. I'm glad it got buffed again but I doubt many of us really saw the extend of the issue that is tunneling before that.
This would be true if they would have actually done something to help with tunneling. So far, they did not do anything meaningful. Almost every Anti-Tunnel measurement resolves around Endurance and can be removed within one second after the Unhook.
And the oh so problematic Perk Shoulder the Burden does also next to nothing.
We got a lot more anti tunnel perks by now. Even Babysitter is actually quite good. Shoulder The Burden needs a bit more fine tuning but I definitely do not consider it a bad perk. It does help with tunneling albeit less than it could / should because it makes the user too vulnerable, which the killer can use to tunnel that survivor instead. So then you'd need multiple survivors to have it equipped, which creates an issue similar to with old BT.
The endurance problem could be solved rather easily, if they did what I have suggested for years. Make base kit BT make that survivor lose collision with the killer, so they can neither be hit nor bodyblock. That survivor would always get somewhere before they are hit, their endurance effect from anti tunneling perks couldn't be removed immediately and they also couldn't abuse that added protection to be a meatshield for the other survivor. They could also increase DS's duration and add a clause that it deactivates, if the killer chases and downs someone after you were already unhooked (otherwise we risk multiple survivors running around with DS protection, which goes against it's purpose) to reward you more for actually lasting in chase.
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I don't think it was a failure. It was one of the biggest, if not the biggest update we'd ever had and there were a lot of good changes in that patch.
It is almost unanimously agreed that base kit BT was a great addition. No one perk should ever be necessary to ensure the game is actually playable. It didn't end tunneling but it definitely allowed for more perk variety, which is a win in my book.
Whether you loved or hated DH, you can't deny that a perk with that high of a pick rate does cause issues. It's not fun to play against the same killer over and over again and DH made chases feel like they were always the same for killers. You did the first half of the chase, then waited for DH and then hopefully ended the chase. This immense overexposure really was what made so many people despise it.
The old gen regression meta was also getting quite stale. It's easy to say now that we want it back and that it did have some great aspects (like Ruin being worthless when you camped instead of pushing survivors off of gens) but just like DH, it was too common for too long.
The regression meta we got after that was terrible but the intention to shake up the meta was still good. I also disagree that all three of those perks were gutted. Eruption is still fine. Not super amazingly meta but definitely a very helpful perk. Overcharge is worse than it was before but let's be honest nobody used it then, so it's not really a loss in that sense. The only perk that was really lost is Call of Brine. It was fine before (it was no issue at all when it released and even then it had a pretty respectable pick rate) but now it's pretty much a dead perk. The regression aspect could be scratched entirely and I honestly wouldn't consider that much of a nerf, since it barely does anything to begin with and the info aspect isn't good either. It's ok for a secondary effect but not worth a perk slot.
This next part might be a bit controversial but bear with me. The DS nerf was good. It wasn't good because the game was healthy in that state but it was good because it highlighted how much of an issue tunneling really is. It had always been a thing but it was never more rampant than in 6.1.0 and that was probably what caused the devs to design more anti tunnel perks and buff some options that were weak before. I'm glad it got buffed again but I doubt many of us really saw the extend of the issue that is tunneling before that.
The base changes in power dynamics are fine in my opinion. But we've had this discussion a million times, so I don't feel like going into it again.
Overall, I think 6.1.0 had some incredibly bad short-term consequences but it was a good patch in the long run. The regression meta is much less annoying than it ever was and the game revolves more around chases than just stalling (on both sides). I think we strayed a bit too far from that balance between those two because now games feel rushed but sometimes you have to break something before you can fix it.
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It's one of the only means of progression in this game and people always want to feel like they are working towards something. Gifted BP feel like a way to get closer to some greater goal.
A live service game needs to get players into some kind of arbitrary grind. Otherwise, they just play until they are done with the campaign or any equivalent of that. Meaning you don't keep players invested for a long time and have a hard time covering the costs of future content.
It's the same reason why battle passes are so successful. You get people to pay so they can spend more time grinding for something, which gives you more opportunities to sell them even more stuff.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860098#Comment_3860098
Less things for killer mains on the forums to bring in as an excuse on how the survivors "deserved it."
That doesn't really help their point. For all we know they could have been in a sabo squad with their 3 friends. I'm not saying that happened but really, hiding your perks makes it seem like you actually do have something to hide that could explain why someone would be a douche towards you. Otherwise, why not simply show your perks? If it's just a normal perk layout that wasn't designed to make their opponent miserable, then all these potential excuses wouldn't really make sense.
Either way, I agree that it's sad that people queue up in the event queue and do stuff like that. No matter which side it is, if you go out of your way to make your opponents miserable at least have the curtesy not to go into the event queue. Or better yet, take a break from the game and actually think about what it takes for you to have fun in DBD. If the answer is: "Making the game horrible for my opponent." then maybe you should play a different game. One that you enjoy more.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/435315/seasons-greetings-from-the-fog
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859614#Comment_3859614
https://us.v-cdn.net/6030815/uploads/RBDXCHQGRNCM/tmp.gif
I am beyond myself with gratitude. 💐💐💐
Sincerely, I love horror. I love this game. And I love this community. I’ve always found a home in the horror genre- I’m sure many of us can relate. For one reason or another we are all here enjoying this game together.
@TheSingularity (pre and post 😊)
@C3Tooth We all miss you
@CountOfTheFog 😊😄💐
@Shroompy 😊😄💐
+ Everyone else I didn’t list!!! 💐💐💐
I’m a huge fan of being the change you want to see. The above people have demonstrated a willingness to be that change while remaining their authentic selves. I see Dbd reflected in every single person listed and on this forum. These people will give you the best that they have to offer. Why not match that passion and be the change you want the dbd community to become? Why not? It can happen. They can help you get there.
I wanted to thank @For_The_People for being the first person from the forums that I’ve ever played Dbd with. He is a very sweet person who will give you his time of day in earnest if you need him to. He’s one of the prime examples of politeness in this community. Thank you for being a positive force in the community. 😊😊😊
Lastly I need to thank @solarjin1 . What can I say? When you meet a friend that gets you, you both just know it. Her courage to be funny and humorous is so infectious. She told me that the small pallet in rpd was the most op pallet. I was so naive of game knowledge that I believed her! LMAO! After that I realized that it was anything goes when it came to humor with her. I’m at my best when I can be silly. Solarjin1 is that friend who brings out the best in me. Thank you Solarjin1 for all the laughs and for the laughs to come 😂 I’m going to be collecting🤣🤣🤣
None of this would be possible if we didn’t have a phenomenal community team here to support us discussing this twisted hobby we all have. Thank you again to everyone at Bhvr for putting your hearts and souls (ha!) into everything that is Dbd.
They say you attract more flies with honey than with vinegar…
Let’s just use blood instead 🩸😈🩸
Happy Holidays everyone, I hope everyone stays safe and has a wonderful New Years 😊🎉
I took a break from all things DBD for a while and I come back and find this. It warms my heart. Thank you, friend. ❤️
Happy holidays to you and everyone else on the forum.
@[Deleted User] said:
So it's Bah Humbug to every forum member besides 3 people lol.
No matter how many people they would have listed, it would always be too few, so I think this is really just their way to show appreciation to those, that they found to be the most welcoming, helpful and overall friendly people here. And to be honest, @HerInfernalMajesty, @CountOfTheFog and @Shroompy all deserve it.
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I have one: Pre rework Haddonfield looked better.
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I might be alone with this but I don't think this is a good idea. Doctor is already quite brutal with this perk and I really don't want to see this becoming even stronger.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851451#Comment_3851451
I hope maps stop getting worse. I don’t want to imagine, what they will do to the next map rework
I remember a few years ago, I would actively hope for many maps to get some nerfs.
I have come to realise that while some set ups were too strong, nerfing maps overall was not a great idea. Because that enforces the need for survivors to finish the gens extremely fast, which leads to killers having a need for extremely short chases as well. This is an unfortunate downward spiral, that makes games a whole lot less enjoyable.
We shouldn't be trying to rush through matches as fast as humanly possible and neglect every other part and the game shouldn't encourage that play style over everything else.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851259#Comment_3851259
They didn’t consider it a success. The devs have said they will go and fix.
The fact that they had all this PTB feedback and still pushed it out is worrying. They have never been great with maps but Haddonfield really takes the cake.
There is no way for a match on that map to be even remotely fun.
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@Nazzzak said:
I'd love the cosmetics tbh lol like Shaggy for Dwight, Fred for Felix, Daphne for Kate, and Velma for Zarina. Maybe a Scooby onesie for Ace?
TAKE MY MONEY!!!!!!
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@crogers271 said:
What do you think?I don't understand why people think profit is the issue. A company makes money when they release something people want to buy, they lose money when they release something people don't like.
Yeah and that's exactly what happens here. The dlc released in a bad state and people are angry about it.
All of us fully understand why they push for as many chapters as they can. But it's clear that some killers need more time in development. Houndmaster is one example of that. They pushed out the chapter way too soon.
Would another month have been enough to completely turn that around? Probably not but it wouldn't be this bad.
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@vBlossom_ said:
No, Thrill should be reverted back to 10% as it was fine there.
Idk why BHVR added buff, BBQ didn't get any buff after removing bloodpoints incentive and Prove even got Nerf.
The idea was probably to bring hex perks back from the grave. They succeeded in that but in the worst way possible.
BBQ actually did receive a buff at some point. They increased the duration by 1 second, which doesn't make a difference but it still happened.
I think Thrill of the Hunt could use a small buff over its previous state but I would make it so that totems can't be closed for some time at the beginning of the match. That would ensure that a killer has a chance to use their perks before they are destroyed. Thrill wasn't all that good before this buff, so a bit of an extra edge wouldn't hurt. Just nothing as crazy as this.
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30 seconds match that ends in a 4k. Yet the server doesn't notice anything wrong. Even just picking up and hooking 4 survivors is barely possible in that time.
Why do we not have an auto-ban or flag system for these things? There is literally no way that this would be possible. Even if all the survivors and the killer had spawned in the basement and they tried to end the match as fast as possible it would take longer than this. Even with 4 No Mithers and STBFL it wouldn't work!
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@MudSpit83 said:
https://forums.bhvr.com/dead-by-daylight/discussion/434035/killer-is-too-easy
Its extremely hard to get 2 kills for me at rank 1. Try playing killer at rank 1-4 instead of rank 10 lol
You might want to look up "ranks". They were removed years ago and replaced by SBMM and grades.
Grades don't have any impact on matchmaking whatsoever. They are just an indicator for the reward you get each month.
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The lunge distance really isn't that far, so I have no clue what you are trying to say here. The point about 360s is that these only happen when a survivor has no other option. They try to get you to swing in the wrong direction but if you can handle that, it's a free hit. 360s are not and never should be a reliable way to avoid hits.
Anyway, if you have mained survivor before, then yes, your killer experience will be very easy for a while. You already know how the game is played, so that gives you a big advantage over many people you will play against at first. Keep playing and you will encounter some more experienced survivors, that can make your game very difficult.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849390#Comment_3849390
Cleansing totem vanilla: 14 secondsThrill increases to max: 70%, making it 23.8 seconds to cleanse.
Face the darkness: scream every 25 seconds.
This was the numbers I found and did myself, but I feel it's probably wrong. I have no idea where 45 second cleansing comes from, but would like to!
Using my numbers, theoretically a survivor can cleanse if timed right after a scream. But then you know they are there, you know to come running back. So defense is all but guaranteed.
If survivors cleanse dull totems they could chew down on that penalty. But this again is assuming the numbers. I need clarification.
If the interaction with H:FtD and TotH is the only real issue, then hopefully BHVR just tweaks that. Butchering seems to be their way.
You applied the modifier incorrectly. Action speed is actually calculated as: (1 - first modifier) x (1 - second modifier) etc.
So you get an action speed of 100% - 70% = 30%. The base time to cleanse a totem is 14 seconds, so with 5 stacks of thrill we get 14/0.3 = 46.7 seconds.
You can look it up here.
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It's definitely not griefing.
When you see a Meg, you assume she'll have Sprint Burst and Adrenaline. When you see a Feng, you assume she'll have Lithe. When you see a David, you suspect he might have DH. When you see an Artist, you assume she has Pain Res.
Playing around a perk that may or may not be in the game and assuming that the character that comes with that perk will have it isn't griefing.
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Clown costs 2,250 shards. So they are pricing this skin at 15.6 Clowns.
You can easily buy 8-10 characters for 35k shards. Let that sink in for a moment.
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I'll be honest, this reminds me of release Singularity but worse. Singularity was so terrible that you had almost no way to get value by using your power instead of just playing plain M1 killer.
I don't mean to insult anyone that worked on this killer because it's obvious that this power was very complex to design but the dog always tries to drag a survivor to exactly the position where the killer released it and treats dropped pallets as walls. It also seems that the dog won't drop down anywhere after it has caught a survivor. This leads to situations where the dog literally pulls the survivor away from you. So you don't just waste time by using your power, you actively give that survivor extra distance in exchange for nothing. And then I haven't even mentioned all her bugs.
https://youtu.be/uiJh7xktbek?si=LLxZWqghI3zHJyGAThis video showcases perfectly what is wrong with this killer. It's bad. Really, really bad.
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Using a perk =/= abusing a perk
It's not the player's fault that this perk is broken and as long as there isn't a bug that they use to give themself an advantage, I really wouldn't say anyone is abusing it.
Abusing would apply to OoO + Blood Pact in 2022, where you would permanently reveal the killer's aura. Or OoO and whatever other perk it was that allowed you to disconnect your teammates.
With that said, I agree that Thrill of the Hunt has to be nerfed / reworked immediately. That's just beyond ridiculous.
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@mecca said:
I love seeing the outcry from entitled killers about this killer. Obviously, she's not overpowered like meta killers. Go play another game that requires actual effort to win and you'll come back realizing the new killer is on par with how gaming should be. Both sides having a chance to win is what PvP games should really be about.
Also, if you are expecting to play a killer after a couple days and win all your matches as you probably do with other broken killers, then this is not a problem with the killer but an entitled mindset.
This has nothing to do with "entitled killer mains". Houndmaster just isn't a very good killer and she doesn't feel great to play either.
If a killer is super fun to play but not all that powerful, you'll still have a lot of people that like that killer. If a killer is super strong but doesn't feel great, then naturally a lot of people will still play them because they want to win.
But if neither of those are true, that makes for a very disappointing killer. Personally, I dislike her power design either way, so even outside of her feeling clunky and buggy I already don't like her power. I reckon I'm not the only one that feels that way. It's also a fact that she isn't all that impressive in terms of strength. She's not the worst killer but she doesn't make it in the top 20 either. Probably not even top 30.
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I tested her on the PTB and I really didn't like her. It's not even that I hate playing her. She's just not very interesting to me and the visual design is not that great either. They could have made her pretty damn terrifying, if they went a bit more in the direction of body horror.
I'll probably buy her with shards at some point, just for the perks but I'm really not interested in playing her right now.
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Group therapy session. I'm just waiting for Wraith to join them and anounce himself with "Ha-ding-ding-ding. Meeting will now come to order."
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I don't think playing for the best outcome is toxic either way. I don't blame any killer for slugging for the 4k. I don't like it and I mostly don't do it myself but I do aknowledge that it's natural to want to get all 4 survivors, if you can and the hatch is just not a very good mechanic in that regard. It needs some changes. The mori could also be changed to only be availabe when there are 2 survivors left alive and one of them is not in the dying state. I'm not sure how much it would do but it certainly wouldn't do any harm.
With that said, I do sometimes see survivors that give the killer a free kill at the end. A while ago, I had a particularly rough match as Freddy on Badham. I didn't play my first chase too well and lost 4 gens before I finally got a hook. I had 3 hooks when the gates were powered. Because I never go to any exit gates once the end game collapse begins a Jill came to find me and gestured for me to hook her. There are very friendly survivors out there.
The reason it probably happens more often with killers is that a 3k to many is a win either way. As a survivor you often don't feel like you win, if you don't escape yourself. Combine that with the roughly 40% escape rate and it's not that surprising that it's so rare.
The way I see it, we shouldn't expect the killer to give hatch or any survivor to give the killer a free kill. We can just be happy when it happens. It's a sign of good will and sportsmanship but it's not something that needs to happen every game.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848396#Comment_3848396
The math works a bit differently.
Base time is 14 seconds.
ToTH reduces cleansing speed by 10% per stack. So with five totems up, cleansing speed is reduced to 50%. 14/0.5 = 28 seconds.
ToTH now reduces is by 14% per stack, for a maximum of 70% reduction. 14/0.3 = 46.7 seconds.
This is 2/3rds more than what it used to be. This is a huge leap upwards.
Yeah, sorry about that. I edited my post right after. I had this formula in my head where action speed was 1/(1 + negative modifier). I should have checked here before I posted this.
This is really too much. There is no denying that. These numbers are way overblown. 93 seconds to bless a hex totem is so ridiculous. I can't believe this actually happened.
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@ChuckingWong said:
The increase of tunneling and slugging is the survivors fault but not only.
Stopped reading after that
OP has a point. The game has changed in a way that incentivises survivors to play in ways that make slugging more effective.
The choice of words, that survivors are at fault is suboptimal but it's a ripple effect. The devs changed the meta game, which changed survivor play styles to become more efficient. This will always lead to killers adapting in one way or another and in this case it's slugging.
Just this once, it's not actually the question of the chicken and the egg where we don't know where it started. It started with survivors becoming weaker in comparison to killers, which meant that survivors had to adapt first.
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Cleansing time with Thrill of the Hunt is now 46.7 seconds. It was 28 seconds before. That is 18.7 seconds more… That's really not a good idea.
Blessing a hex totem was 14 seconds × 2 × 2 = 56 seconds. Now it's 14 seconds × 2 × (1/0.3) = 93 seconds…
That's. Longer. Than. A. Gen.
This cannot stay. It absolutely can't.
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We'll see how it goes but STB is definitely a pretty strong perk. I usually spread hooks anyway so I probably won't be affected quite as much but random kills at 5-8 hooks will definitely decrease too.
It's too early to tell how this will affect the game either way. When everyone has unlocked the perk and we've seen how it can and can't be used, that's when we can really argue if this perk is too strong.
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6/8. I completely forgot about the Plague Bile addon.
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@Marzipan210 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845647#Comment_3845647
"fundamentally flawed"
She is trapper with extra steps. What the hell are you even talking about. Can't take you seriously.
Yes I can blame the devs for harassment especially when they are effectively catering to the harassers.
you aren't knocking out anybody armed with a foot long blade with a few punches, dude. You aren't a superhero.She is more comparable with Hag and we all know survivors just love to play against Hag.
BHVR have nothing to do with those that harassed you. It's as simple as that. They didn't cater to them. They saw a problem, decided that that problem was of utmost priority and they did something about it. They nerfed Skull Merchant because survivors hated playing against her. She had a way higher kill rate than normal and that never changed. They also track the dc rates and deemed this to be too much. I don't think that they chose the best way to adress this issue but that's besides the point.
I never claimed I'm a superhero. But David King, Leon Kennedy, Jill Valentine and many other survivors in DBD are trained to fight. A single punch to the head can be enough to knock someone out cold. You don't need to be a superhero for that.
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That would only cause more issues. Getting killed on your first hook would feel way worse than having your teammate tunneled out, so this isn't a good solution.
This would also mean, that killers would always go after the weak link because even if they don't die their teammates will not get a chance to delay them. Another issue is that hooking already becomes less of a thing because many killers more focus on slugging. That might actually become worse, if they ever did something like this.
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So let me get this straight. They nerfed a killer to the ground because that killer was fundamentally flawed and they wanted to sweep these problems under the rug and now they are responsible for the harassment SMs get from other players?
That's next level mental gymnastics. The killer was hated before that, so people would already be unhappy about playing against her. Meaning, the harassment existed either way. If it got worse, then that's because people can now bully her ingame but that is a problem with the playerbase again.
Don't get me wrong, they definitely messed up here but you can't seriously blame the devs for the harassment you get from other players.
As @SoGo said, Skull Merchant will always remain a killer many of us dislike. It starts with her visuals (What is her walking animation?! How am I supposed to believe that David wouldn't just knock her out with a few punches?!) but it also affects her sound design (I hate her chase music and drone sounds with a passion.), her power (Stationary drones are not a good concept. She either becomes a territorial killer or she denies loops.) and even her lore (Seriously, devs. Take all the different things you have in her lore and only use what you absolutely need, then reinforce that. The manga stuff is irrelevent and her ambition is mentioned but never actually expressed in what she does as a killer.). It is too much for them to fix. Even if they were to rework her power to be decently fun for both sides, the other parts would still apply.
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The killer is just bland. She isn't absolutely terrible but she isn't great either. Together with her boring visuals (I am seriously missing any horror elements about her appearance) this doesn't create any hype.
There is no reason to be upset because the character is so broken / weak and there isn't anything particularly interesting about the chapter either, so people don't have much to say about it.
I don't think this is worrisome though. Not every chapter they release is a huge hit but that's to be expected.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841409#Comment_3841409
I believe OP never said that the anti-facecamp system isn't working as intended, but rather that it just doesn't do anything in most cases because killers just proxy camp.
That's the problem. The fact that it is only an anti-facecamp system and not a proper anti-camp system is exactly the problem. Being proxy camped is hardly any more fun than being facecamp, and a game like DBD should strive to be fun for both sides as much as possible. Which it isn't considering how strong proxy camping is in this game.
So you arguing that it's just an anti-facecamp system does nothing, since that's the exact problem with this system.
"Anti-camp measure", "HOWEVER, it only works when the killer stands right in front of your face for a good time", "It's a nice balance addition when it works"
OP misunderstood the purpose of this mechanic. That's what I pointed out. The AFC does exactly what it is supposed to do, so the argument that it has to be buffed because it doesn't work otherwise is misplaced. The devs said that they do not consider proxy camping an issue and I agree with that for the most part.
As I said an argument could be made whether or not specific killers should have further limitations but you do not adress that by complaining about the AFC not working.