Xernoton
Xernoton
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663504#Comment_3663504
What do you think of using it as an M2 pyramid head who wants to jumpscare survivors for a few laughs?
(btw I took your suggestion about running deadlock on pyramid head and dude this perk is amazing to use and it’s been helping me a lot so thankyou for that suggestion :D)
It might work. Though Pyramid Head is always a bit more scary, which increases the risk of survivors 99ing the gate and only opening it when they actually leave. Give it a few tries and it should work. Blood Warden is just very inconsistent so don't expect it to work every match.
Good luck.
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I don't get it either. The first few P100 survivors I encountered, I expected to be pretty damn good but it turned out they were just very normal players. By now, there are so many P100s, that I don't really give anything about that.
If it were a full P100 Ace squad though... Damn, I'd be scared.
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That's just what happens in a PvP game. People will try to get competitive and at that point they'll start to use whatever gives them the biggest advantage so that they can win the most games.
If you don't want to deal with this too much, then I recommend you try to not let it get to you and play chill. You'll get better and better at the game until you can easily win against opponents with much better stuff. Because even the very best loadout can't completely make up for a lack of skill. Not anymore.
I don't see how the devs are to blame for this when this is exactly what we, the players, have called for.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663630#Comment_3663630
stopped at 'genrush." Its been said time and time again, its not even the same thing. Keep your inept comparison.
You say you stopped reading at genrush. No wonder you don't get the point I actually made. Because the point was not about gen rushing but about bad decisions and mistakes being exploited by your opponent in a PvP game.
It's fine though. You have no interest in this discussion, so I'll leave it at that.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663603#Comment_3663603
You assume the 'team' is the perspective. Solo'Q is just that: Solo'Q. Its gonna be different with solo'Q and SWF, but I mostly Solo, so for me, Distortion does as I said. If others get tunneled due to that, then the killer is just trying to move the reasoning, but its still them who tunneled.
HOw can it be the survivors fault the killer made a DECISION to tunnel? Its still on them. But no reason to go further into this.
HOw can it be the survivors fault the killer made a DECISION to tunnel?
How can it be the killer's fault the survivors made the decision to gen rush? This goes both ways. We are not talking about a 1v1 here but a 1v4. Any mistakes you make, will be exploited by your oppenent. And if you want to take yourself out of the equation, then that means, that the killer has 1 less target to focus on.
Distortion screws your team. I can see how for the person running it, that may not be an issue (although I disagree with that attitude) but let's not pretend that isn't the case. The payoff you get is literally that someone else will have to take the chase for you. The killer will not run around the map, ignoring the others, until they find the Distortion gamer and they have no obligation to do so.
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@Spare_Them_Mori_Me said:
Gut tunneling first. Distortion is the best tool against it for Solo'Q. Sorry about your experiences, but it isn't mine so I can't get on board. Not to mention the 'lone wolf' playstyle is just as viable as tunneling itself. Survivors are just plagued with issues, aren't they? Wish they'd get some BHVR killer treatment!
edit: This sounds a lot more aggressive than I wanted. Apologies. I can't put thoughts into words at the moment :/
This isn't true. Distortion actually makes tunneling worse. You may not be targeted but someone else will. And when the killer can't find 1-2 survivors anyway because they have Distortion, then why not simply tunnel one of the others? This grants them the time to keep looking for the 2 with Distortion and since they mostly won't show themselves, it happens even when the killer doesn't deliberately tunnel.
If I can only find 2 survivors, then you bet someone will die at 5 hooks max.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662724#Comment_3662724
Feels like 10-15% isn't enough for purple one, Motor Oil could be simpler better in many situations. Btw, somehow no one use it on Billy, underrated addon imo.
Not sure if Billy should have 2 "nerf yourself" addons with this Counterweight change. I would love to see some small but helpful effect on it. Maybe +2-3% speed while holding m2 or something.
Nice idea on Discarded Airfilter, love it!
I also would love an addon that'd allow you to continue the chainsaw sprint after hitting a survivor.Fun idea, but seems too situational. Maybe Counterweight could have this effect and be semi-meme addon.
Information after a down is always a double edged blade. On one hand it's pretty nice to have and can help you out against cheeky flashlight or pallet saves but on the other it encourages slugging (especially on an insta down killer). So I'm kind of on the fence about this.Yeah, true, i think 32 or even 24 meters is too much after your words. 20 or maybe even 16 meters will get rid of slugging with this addon (simply not enough in most cases to find a new target instantly), but still can be useful i think.
Honestly they could get real creative with his addons and experiment with different up- and downsides. Some of these could even completely change his play style.Agree! One of suggestions i read is make Speed Limiter permanent overdrive with current downside. Current Billy definately has a big window for experiments with addons.
I have seen some people use Off-Brand Motor Oil but it's not an addon that you can really play around, which is what many seem to have more interest in. You get overdrive a bit sooner but it's not like you can really decide when exactly you want to activate it. At least not much better than you could with just the base kit. Overdrive also is quite hard to control for many. It certainly was for me. So it would make sense for some players to have little interest in building overdrive even quicker.
The numbers for High-Speed Idler Screw aren't set in stone. They could be higher but since Billy is already plenty strong with just his base kit, I'd prefer them to be a bit careful. We don't need him to be the next Blight. 😉
Extra movement speed while revving could be fun indeed. Though it'd probably be a bit too much in Overdrive, so it would probably need to be deactivated when in Overdrive. Otherwise, his counterplay around a number of loops would be severely limited to the point where you would guarantee hits as long as you don't mess up.
Fun idea, but seems too situational. Maybe Counterweight could have this effect and be semi-meme addon.
It would definitely be quite situational but combined with the old Leafy Mash effect, that'd grant you the undectable effect after a chainsaw hit, I could see some really fun plays happening with this. The problem with Leafy Mash was always that it was way too predictable. This could fix this issue especially combined with the Apex Muffler.
One of suggestions i read is make Speed Limiter permanent overdrive with current downside.
I saw that too and honestly that'd be pretty nice. You could use it to master Overdrive, which definitely requires a bit of practice and extra BP is always nice.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663490#Comment_3663490
I think I went up against them one time when Singularity was still being complained about for being too weak apparently and we got steamrolled to say the least. Couldn't really do much considering it's solo queue...
I'm still of the opinion that Singularity without certain addons is terrible. The Soma Family Photo feels absolutely required.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663501#Comment_3663501
Legion is a prime example that after a proper rework, the community would accept or even like a certaint killer. They just messed up now twice (thanks for correcting me, it would be indeed a re-re-rework). Time to make it right.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663488#Comment_3663488
Agreed. SM is misserable to play against and i dont even care what anyone else says about her, which is really rare. She feels exactly like the old Legion. Only hate for that killer, sorry.
Yeah. Though Legion could be put off as a mistake. SM on the other hand can't. Not when she was reworked twice already. There is just too much baggage with this killer by now and it is clear to me, that the very concept of her power (stationary drones) is what's ruining her from a gameplay perspective.
They really messed up with this chapter. There are so many good ideas in there but most of them lead nowhere and the things that actually do would need to be twisted.
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It would need to be a killer that is considered weak and you would need to perform bad enough for them to teabag you in the exit gates. Freddy comes to mind but he also comes with Blood Warden, so that is probably not the best idea. Wraith could work (especially, if you could hide NOED), Trapper too.
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This would be a re-re-re-work. I have my doubts they'll put any more work into her in the foreseeable future. They already reworked her twice and she's still awful. But at this point, it doesn't matter how much they change her power, we will still hate her.
To fix Skull Merchant they would need to make some excessive changes to the concept of her power and probably every other part of her kit as well.
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Honestly, Clown and Doctor are great. These are exactly the buffs they needed. In Doc's case, I'd be wary of any more base kit improvements.
Pig on the other hand... Well, at least we know, that the devs have read the feedback the Pig mains provided.
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That's kind of what Singularity excells at. Singularity works very well when you can constantly harass survivors without break. But picking up and hooking, gives them that break. There is a popular content creator (I won't name them because I don't want anybody to shame them), that kind of started this and made it popular but not to be a jerk but to play this killer to its full potential.
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I miss the old Haddonfield graphics. I know that new Haddonfield has objectively higher quality visuals but old Haddonfield had a better atmosphere in my opinion. I also miss the old Coldwinds. They were disgusting, ugly and overall very uninviting but that's what made this realm fit with the game so well. I remember a game against a Huntress that would hit all of us from miles away and it was terrifying.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661786#Comment_3661786
Then you’re probably using the wrong. It takes a little getting used to, but it can actually be incredibly useful once you know how to use it properly.
The problem is that survivors spread out. So you can never really tell where exactly you need to go because Whispers doesn't even turn off to tell you, that you're in the wrong place. On the upside, there isn't really a wrong place anymore (your chances to randomly find survivors are quite high) but since most of us wouldn't go anywhere we don't at least suspect survivors to be, it's not all that useful.
Information perks that just tell you a general area you should patrol will never be good. That survivor could be on a different floor, or in any random direction except from right behind you, if the perk did turn off before. Aura reading is so good because it confirms any suspicions you have and shows the exact positions to go to. Whispers doesn't do that. Especially with it's huge range it's more like a general: "Well, you're not completely wrong here. Now find a survivor and chase them."
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I'll be honest, I'd rather they just leave and end the game. I don't go anywhere near an open exit gate because I've already watched all the seasons of "The Fog's Best Butt Dancer".
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662653#Comment_3662653
Glad to see that Billy main agrees <3
I thought that Counterweight is good for learning, but never tried it tbh. Will be glad to see its rework as well.
By the way, do you have any ideas on how rework these addons? I personally can't come up with something interesting and useful, except these:
I only come up with Driver's License copy addon on purple, like if survivors get chainsaw hit near the gen, it will lose 20%. Will be fun for sprint snipes, but don't know how useful it will be during usual game.
Also Idler Skrew could show auras of survivors in 32 (or 24) meters after survivor downed with chainsaw.
No idea for green one sadly.
I think the High-Speed Idler Screw could grant extra Overdrive for breaking pallets and breakable walls. Maybe 10%-15%
Ragged Engine could shorten the turn window by 0.25 seconds (maybe even more) and instead grant a 50% higher turn rate in Overdrive.
I would be fine with the Counterweight simply deactivating Overdrive but granting bonus BP. This could be a nice addon for everyone that wants to get used to his base kit without worrying about Overdrive. It certainly took me a bit to get used to that kind of speed. And I already had a bit of practice with Engravings.
The Discarded Airfilter could work similar to Surge where in a radius around you gens explode whenever you get a down with the chainsaw. Make it a 7% penalty and I'd probably use it.
I also would love an addon that'd allow you to continue the chainsaw sprint after hitting a survivor. It would be pretty niche but I would so love to try and combine it with Spiked Boots on Rotten Fields to get all survivors in 1 sprint. It could also grant the Undectable status after a hit (like old Leafy Mash) to be a bit more versatile.
Information after a down is always a double edged blade. On one hand it's pretty nice to have and can help you out against cheeky flashlight or pallet saves but on the other it encourages slugging (especially on an insta down killer). So I'm kind of on the fence about this.
Honestly they could get real creative with his addons and experiment with different up- and downsides. Some of these could even completely change his play style.
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I agree. This version of Billy feels absolutely amazing. He's less addon reliant than before, got some (much needed) complexity in his kit with the Overdrive mechanic and he also has a bunch of decent addons. His counterplay also became a lot more demanding. He finally does have the power to curve you around loops, if you don't play right and there are even some loops, where you need to know how to play around him or you will definitely go down.
His base kit feels pretty good and the only thing I would like to see removed is the sound to tell you when the chainsaw is ready to be used again. I know that on my own and this sound drives me mad. Especially when you use the chainsaw pretty much the entire game and have to listen to it over and over again.
The Discarded Airfilter, High-Speed Idler Screw, Ragged Engine and Thermal Casing addons are all pretty useless though. As is the Counterweight. None of them have any useful effects either because they fix issues that don't exist or in the case of Counterweight because it's just a flat out nerf. It's not even good for learning Billy because the jump from 30% turn rate to 100% turn rate is way too big. It used to be easier to learn him thanks to the controller sensitivity settings because you could increase it step by step until you felt comfortable and got used to it. The addon does not have that effect. So there are 2 options. Either give him multiple such addons to allow players to ease into the curving or just rework it completely.
Overall this might be the best rework for a killer the devs have done so far. Really good job.
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Very much depends on the cosmetics. On Billy I have settled on the milkman outfit with a weapon of my choice. On Ace I just equip whatever looks the most hideous. And on Freddy there are no cosmetics besides the prestige ones which I always wear.
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It will be one of the worst killers (if not the worst) for beginners to face because it requires you to look at it. Beginners barely manage to avoid running into things while looking at them and now they need to look towards the killer as well? That's not going to work.
Against more experienced players it will probably still be decent but they will have very little fun playing against Unknow as well. This whole "teleport to Hallucination" thing basically guarantees hits around pretty much every loop.
So among survivors it will not be that popular. For killers that is a bit hard to say. I like the bouncing projectile thing but I don't like the visual and sound design as well as the overall power. But there are also people that like Slog Merchant, so I can't predict how many people will like to play as The Unknown.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662477#Comment_3662477
Why would you run that?
Same reason you'd run any meme addon. You couldn't care less about the results and just want to goof off.
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Some good ones, some ok-ish ones and some that I despise.
We have a few maps that are quite balanced and actually fun to play on but we also have maps that are extremely one sided and others that are terrible for both sides. Take Cowshed for example. There is a huge dead zone with absolutely nothing a survivor can do around there but there is also a part of the map that is covered in the strongest loops in the game.
The new map seems like a candidate for the latter too. 20-something pallets but almost all of them are terrible. In fact they are so terrible that you can't even pre drop them or loop them without getting hit. But you can try to camp them and then run to the next. So it's not fun for either side. I'd rather they remove a few of these and rework some others to be a bit stronger, so that there is actually a bit of gameplay involved.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661221#Comment_3661221
The Game is an absolutely tiny map with two stories and limited sightlines.
To OP, use that to your advantage. M2 Killers don't care too much about the map and a lot of M1 Killers have stealth or slowdown. Sucks if you wanna play Clown though.
There are some arguments about how The Game is a killer sided map but that doesn't change the fact that it's still horrible to play on. It's mind numbing just running after a survivor and breaking pallets every few seconds without even trying to play around any loops. But this is how you have to play on that map. Some of these pallets are so ridiculously strong that they can't even be looped because the killer would easily catch up and get a hit.
It's like Cowshed and Haddonfield in a way. It combines the worst aspects for both sides.
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A while ago I played against a particularly stubborn Ace on Haddonfield. He kept coming towards me and tried to bait me into chasing him. I avoided him as best as I could and I was about to win the game too. Until the guy finally got all of his Mettle of Man stacks.
I played Hillbilly and was about to curve one of his team mates around the Myers' house. That was when he suddenly came out of nowhere and took the hit for his team mate. I suddenly had the realisation at that moment that I had to accept that I could not kill this absolute specimen of an Ace. After that he just kept staring at me as I was too stunned to even move at that point. It ended with all of them escaping.
Another funny game I had was in August last year. I had a tome challenge to carry survivors for 180 metres and I wanted to make sure I'd get it in one game. So I equipped Agitation, Mad Grit, Awakened Awareness and Iron Grasp on my at the time P69 Hillbilly. What I couldn't predict was, that the game would put me up against a full SWF with sabo builds and toolboxes.
I got an early down and from that poit everything just worked perfectly for me. Needless to say they weren't exactly happy. Their goal was to make me miserable but little did they know that karma wasn't having it. In the end game chat I learned that this was the most toxic and overpowered build in DBD.
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I recently asked how bad this issue really is because I can't fathom the thought that high prestige survivors are avoided or tunneled so much by some killers. The results were almost unanimous. A lot of lobby dodging and sometimes even tunneling seem to happen when there is a P100 in the lobby. This is really depressing because it means, that basically you are punished for showing your dedication to a character, which is the opposite of what the devs wanted to achieve.
For that reason, I think prestige should be hidden in the pre game lobby or it should at least be an option.
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I wouldn't say Distortion is op. It's just pretty unfun to play against. And there doesn't seem to be much use in it having stacks. You won't run out of them anyway.
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While I would love the killer role to be a bit less stressful and at times frustrating, I don't think changing the entity feedback would help me personally. I never cared about what the entity said to begin with but I base my entire opinion on the actual match and not on the results. I would be more than happy getting no kills as long as I had some good chases and saw some good plays.
I had suggested a mechanic before that would reveal 1 survivor with the least hook stages to the killer every time they get a hook. This would come as a nudge to play 'nice'. It won't help, if you're tunneling and it won't help if you're camping either. But it would help with these situations where you run around the map aimlessly while losing 2 gens in the process.
The pipping system could use a bit of work for both killers and survivors. It's easy to pip with Blight even when you lose but the same cannot be said for killers like Bubba or Billy because the chaser emblem will cap at silver, if you use your power too much. But if you don't use your power, then why even play that character? For survivors it also becomes quite hard to pip because they would need to do quite a bit of everything, which cannot happen when the killer is on their level. You will not be able to loop the killer for 2 minutes, repair 2 gens, get 5 heals and stay healthy the entire game.
Lastly, I think a lot of the stress that is involved in playing killer comes from being isolated. You have no one but yourself to rely on, no one but yourself to help you out and you cannot goof off with friends like you could in a SWF. So fixing it entirely might not be possible. It would however be nice to have a 2v8 game mode.
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Shack, GoJ main building and Groaning Storehouse main building probably qualify. As well as 2/3 of all pallets on The Game.
Shack has 3 check spots, where you can simply wait and watch the killer. One inside and the 2 corners of the wall with the window. The Groaning Storehouse is just ridiculous. That one window can make you lose chase, if you have a bit of distance to the killer. GoJ's main building is pretty straight forward. You have the dining room window and the one in the corridor. As long as you get fast vaults there is pretty much no way the killer will hit you before at least one of them is blocked. And then you still have the pallet, which can completely reset the entire chase.
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Most killers are in a pretty good spot. Sadako is very much alright. Just not as brain dead as she used to be. The Mangled nerf will barely have any impact. When do survivors typically heal? After an unhook, which is when Mangled will still be active.
The nerf to 3 gens came with some strong compensation though, so it's fine. It had to go and the 5% regression for a kick as well as the change to gen tapping are pretty good. Killers also have some very good meta perks currently and there are no plans to nerf them.
The Pig change is questionable indeed. But the devs have already aknowledged the feedback they got on it and although we have no information on what exactly they will do, I am very optimistic that this change will not go to live (or will be updated shortly after).
Lastly, 80% escape rates is wrong. Objectively. We recently got official stats and it showed that the kill rates are 60%.
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The concept of FOMO is always used to manipulate people into buying things they actually don't want. Basically, the game tells you: "Look, you can now buy XYZ skins for a limited time. Think about it, wouldn't it be nice to have them? Don't take too long though because they will disappear!"
So they try to manipulate you into making a decision before you fully thought it through. It's a cheap move to get some more cash out of customers. There have been studies that show the exact psychological effects.
The worst part is that it's not used for free content, that you would play and unlock normally (like achievements) but for monetised content.
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@Emeal said:
There is a perk called Whispers that does that.
You mean the perk that tells you that you loaded into a game with 4 survivors? Yeah, I can see how that is the same.
The problem with Whispers is that it doesn't tell you anything you don't already know. Survivors spread out, so the perk pretty much never turns off. It doesn't tell you how close they are, it doesn't tell you that they are running or groaning and it doesn't tell you that you should actually hear them. Besides, Spine Chill kind of had the effect of the visual TR but it was changed because BHVR decided that accessibility options should not be locked behind perks.
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@Genius_man_alive said:
3) Survivors cannot loop you for 5 gens anyway. So your suggestions try to fix an issue that doesn't exist.
your not killer main if this thing never happen to you,
4) Different killers interact differently with your suggestions. There are killers that can end chases on command like Sadako and Wraith (Myers and Pig to a degree). Giving them a free haste effect would lead to some very unfun situations where they will simply use their powers to end the chase and immediately try to capitalise on the extra speed.
3% haste aint make you a god of killer , remember that carefully
5) All of these changes combined aren't a small buff but quite overpowered. If you cannot see that, then maybe you have more to learn than you think, which also makes sense considering that you want to fix survivors looping the killer for 5 gens. When that doesn't happen anyway.
Why dbd not just try it and lets see what happen
2) Playing badly should not be rewarded. If you play bad, then you cannot expect to win in a PvP game. We already have bloodlust to prevent anything too extreme from happening
blood only active a 3 gens completed based on my expirence
your not killer main if this thing never happen to you
Interesting. Thanks for letting me know. I guess the words "killer main" don't mean the same thing that they used to. It also suprises me, that popular content creators that call themselves killer mains do not actually fit that definition anymore.
3% haste aint make you a god of killer , remember that carefully
That's true. But it does make you a lot stronger. Let me remind you, we have BL to ensure that a killer will get a down eventually.
Why dbd not just try it and lets see what happen
Why don't we make all survivors invincible and see what happens? Because we can already tell that this is not going to have a positive effect.
blood only active a 3 gens completed based on my expirence
This is enough for me to know, that you have a lot to learn. Bloodlust activates after 15 seconds of being in chase. However it is reset when you break a pallet, lose chase, get a hit or uses their power. Some powers that are charged don't make you lose BL but pause it as long as you don't fully activate them (e.g. chainsaws). There is no other activation requirement. It doesn't matter how many gens are done.
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@MikaelaWantsYourBoon said:
They need to get out of MMR.
Rank based matchmaking was not the best maybe but at least it gave room to players to play nice and chill.
If you were competive player, most likely you would rise to purple and red pretty fast and you would play against same type players. But green and below ranks was pretty chill most times.
But instead of that, we just got terrible new matchmaking which changed everything. And no tweaks will make it good. They just need to take L and remove mmr for good.
About 2 years ago I probably would have agreed but by now I think MMR isn't the root of the problem. It's our attitude. Old ranks felt pretty similar to how MMR feels now in my opinion. But people want to win no matter what. Meaning, that both sides will play as effective as they can, which forces the other to follow suit.
This is one of the reasons I completely stopped running meta builds. I didn't want my MMR to climb to a point where I'd just get burnt out. The real problem is that many of us want to play nice but not if it means losing. If we were more willing to take a loss (or a few of them), then it would be easier for our MMR to adjust until we can play nice without getting stomped.
The same would probably happen, if they went back to ranks. It might be even worse because then you'd have a feeling that you need to reach a certain rank. MMR being invisible has the advantage that it's no use even speculating on it. Meaning, that (at least in theory) players will be more inclined to care about how their matches feel instead of an arbitrary number, that tries to rank your skill.
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@Genius_man_alive said:
give me a 3 good reason why is not good idea ?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661303#Comment_3661303
1) The game barely works with the current movement speed. There is a reason that bloodlust has such a big impact and MfT was considered overpowered. Extra speeds completely change loop balance and can easily guarantee you hits on some filler pallets. Clown and Skull Merchant have haste effects built into their power and both of them are very strong chasers partly because of that.
2) Playing badly should not be rewarded. If you play bad, then you cannot expect to win in a PvP game. We already have bloodlust to prevent anything too extreme from happening (which is sadly still necessary).
3) Survivors cannot loop you for 5 gens anyway. So your suggestions try to fix an issue that doesn't exist.
4) Different killers interact differently with your suggestions. There are killers that can end chases on command like Sadako and Wraith (Myers and Pig to a degree). Giving them a free haste effect would lead to some very unfun situations where they will simply use their powers to end the chase and immediately try to capitalise on the extra speed.
5) All of these changes combined aren't a small buff but quite overpowered. If you cannot see that, then maybe you have more to learn than you think, which also makes sense considering that you want to fix survivors looping the killer for 5 gens. When that doesn't happen anyway.
And before you ask: Yes, I play killer. I'm a killer main to be exact. That's why I am 100% certain that general buffs for all killers across the board are not a good idea.
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This is normal. The perk was recently changed so that you would lose stacks on hits on the obsession no matter if it's basic attacks or killer powers. For some reason the shot actually counts as a special attack already. So you lose 2 stacks for hitting the shot and another 2 for the actual M1 hit.
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This is not a good idea. Haste is always so finicky, that it just ends up breaking things. Survivors generally can't loop you for 5 gens anyway. If the chase does take too long, then you need to leave and go after someone else. There is also no reason to chase people around the strongest set ups.
If someone wants to take me towards shack, I'll just go after someone else (mostly) because I barely ever have the time to play around it. The same goes for many main buildings and sometimes jungle gyms. This is one of the skills you learn as a killer. To identify when to leave a chase.
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@jonifire said:
The old dead hard has a cooler effect, which could be used to do many fun things.
I believe you weren't around back then, so you didn't see what some of us saw. DH was not only stronger and "more fun" but also incredibly overused. So badly, that it was no longer a question of if that survivor would use DH but when they would do it. It was the single most insufferable thing at the time for killers. Knowing that every survivor, if they hadn't used a different exhaustion perk in that chase would just DH for distance to get to a pallet or window even when they should go down was horrible.
And you didn't have to wait it out once or twice per game but pretty much every chase. Though waiting out DH wasn't very effective anyway since then that survivor would simply hold off on their DH until they got in range of a pallet or window before they proceeded to use it for distance. Meaning, DH guaranteed value. Value that almost equated to a third health state.
I remember when I introduced a friend of mine to the game and he played one of his first games as a killer. He was playing Wraith with pretty much no perks and he faced a 4 survivors with DH. Now, how exactly do you explain to a new player, that they aren't allowed to hit injured survivors until they used their DH? You can't because they will not understand it. But they will feel robbed. It was terrible to watch and it probably felt even worse for him.
This can never return. Current DH is still a fine perk. The payoff is arguable even higher than it was before but it has some much needed limitations and it's not the most used perk anymore (thank god for that).
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661076#Comment_3661076
If you play sadako your gonna merge with a generator or crate
Underrated strategy.
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661076#Comment_3661076
Gotta inflate your mmr somehow :P
I dont think this warrents a kill switch but.. definitely needs fixing it.
I'll have you know that I'm the very best like no one ever was. I cannot inflate my MMR but I can feast on my victims' misery. 😈
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The easiest? Probably not. There was a time when the game was objectively very survivor sided, so that would make it the time that solo queue as well was the easiest.
I'd say solo queue is more convenient than it has ever been though. The HUD and the overall experience of players mean, that many old school solo queue moments don't happen anymore. With Bond becoming a more popular perk (still underrated in my opinion) solo queue is really not that terrible.
It's still not great but it is absolutely playable as long as the matchmaking doesn't go haywire.
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This is fine. I see no issues.
I suddenly feel the need to play Pig, Sadako or Pinhead on Hawkins though. Strange.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660581#Comment_3660581
doctor's ability to facecamp two survivors was removed long ago. it used to be possible because you could shock 1 survivor and play hook-grab game before but they removed hook grabs for hooks
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660719#Comment_3660719
his video is showcasing two survivors unable to save on the hook which is not true. you can spread out, let doctor shock one of two people and then unhook. one person can start the unhook, he get shocked, 2nd person unhooks.
I know the video and I explained that you can get the unhook as long as the animation starts before you are shocked. The question was if Doctor was able to prevent unhooks on live, which he can. It's not an issue in my opinion but is a fact. One survivor alone will not get the unhook, if they don't play smart.
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660719#Comment_3660719
Which is one of the points why I disagree with the statement that just because of his basekit changes and solely because of then it is supposed to be impossible to unhook now.
Yeah, I don't see why people complain about it now either. This isn't exactly a new development and it wasn't considered problematic before.
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660477#Comment_3660477
Double displicine on live is 0.2 seconds quicker. So if anything it's slightly worse on the ptb compared to live.
Does that matter? The question was, if Doctor could prevent unhooks on live servers. He can. That is the objective truth. I don't see why this turned into an argument. On the PTB he is still able to do that just as well as he can on live. It doesn't make him problematic or overpowered in my opinion because this is a rather rare and simple to counter occurance.
As @Devil_hit11 correctly noted, the worst thing that can happen is that another survivor will have to come. Which is the same results that lots of other killers can achieve too.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660791#Comment_3660791
I am one of those T_T
Huntress Lullaby 5 stacks is of the devils and in the same priority category as Devour Hope.
*diabolic villain laugh*
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Play when you have the incentive for whatever role you want to play, always bring BP offerings and try to get as many BP events as possible. As a killer that means you should use your power as often as you can and go for many hooks, if possible.
Other than that, just keep on playing.
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@Basti2k said:
why is the killer tunnel allowed without a perk
Because they do the same thing they normally would just focussed on 1 survivor. Do you want killers to run a perk just so they can actually hit you? They only use the most fundamental mechanics of the game to tunnel. You cannot lock these behind perks because it would mean that killers who don't run these perks literally cannot play the game.
When you're being tunneled you still get to play. That's a huge difference.
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Huntress Lullaby. I swear, you'd be surprised how many times even survivors with thousands of hours still fail skill checks with this perk.
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@Clee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658924#Comment_3658924
We all know that losing 3 gen in the first chase it not the end of the game. How many games do you lose 3 gens early and still 4k with two gens to go? We see it all the time. Especially when survivors lose their minds and get into the cycle of hook, save hooked dude, heal, and be chased.
We know survivors will pound gens until they know what type of killer they get. If the killer is sweating, that is the only way survivors should react, but when you notice the killer is playing a bit more chill, then we can go through chest, do totems, challenges, trade hooks, because you know you're not getting tunneled.
We all know that losing 3 gen in the first chase it not the end of the game.
That's true but you're missing the point. The survivors have already completed more than 50% of their objective in the time it took you to get a single down. It's an uphill battle from that point onwards. Because you're only 1 bad chase away from losing.
This whole cycle of 1 survivor on hook, 1 going for the save and heal, another in chase and only 1 on gens is impossible to uphold. How long does it really take to go for the unhook and heal? 20 seconds or less. In that time the killer will probably just begin the next chase. It's really not hard to break this cycle for the survivors. It gets worse when survivors are actually decent in chase.
We know survivors will pound gens until they know what type of killer they get.
This is wrong. The second part implies that survivors stop rushing gens when they get a chill killer. But that is not the case. Survivors simply rush gens until the match is over no matter how their opponent plays. Survivors and killers alike want to win and therefore will use everything at their disposal to achieve that goal. Gen rushing happens even killers don't tunnel and tunneling happens even when survivors don't gen rush.
I play pretty chill for the most part. No slowdown perks and I typically avoid tunneling and camping. I still have matches that end in less than 5 minutes. Even when I play dream pallet Freddy with only 1 perk. Or is that still too sweaty?
These are the meta play styles. If you want to win, then your best chance is to play like that no matter how nice your opponent may be.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660724#Comment_3660724
Agreed.
Thats the thing about Killer. Playing killer is stressful or more frustrating then playing survivor. In my opinion, we should seek (or the Devs rather) for solutions to make it more enjoyable then bumping winrate to astronomic hights. Having more easy games wont do it, at least not for me.
We all know when we play killer that we may win game after game and it feels all kinda fine, but then suddenly THE ONE GAME , where we did not get a single kill and only 5 hooks completly overshadows all the 4 or 3Ks we had. That is a strange phenomenon and i can not pinpoint exactly why it is.
I would go further and say that even the matches I win sometimes feel like a loss. In the sense, that it wasn't enjoyable. Yes, I got the 4k but I still had to suffer through 20 minutes of mind numbingly boring gameplay and bullying.
I personally don't give that much about winning or losing as long as I had fun during the match. Of course I'd still want to win some matches but this is not what makes the game fun for me. It's what happens during the game. The interaction between killer and survivors. Chasing, mind gaming, the strategies and perks used.
As a survivor I know that there are still other players on my side, that will (mostly) try to pull their weight and help the team escape. But playing killer feels a bit more isolating than that, which might be part of the reason that the killer role can become so frustrating. You have no one else but yourself to blame for losing and you have no one else to help you out when the match looks bad.
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@shiiroo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660265#Comment_3660265
The problem you’re describing was fixed with removal of hook grabs…so no - that’s not what the devs wanted to achieve with anti camp
It is. This is specifically what they said back then.
But you don't need to believe me. Just read this.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660717#Comment_3660717
Sure thing, i am not questioning that. All i say is we can not pinpoint it on stats alone, so it is not fair to assume solo queue is fine because it hits the 40% killrate.
(If 40% killrate is fair or not is once again a different story for another day ;))Good point. I can see how for the individual player this does matter.
The discussion how fair a 60% kill rate is will probably never end. I think it's mostly fine because survivors still have a solid chance to escape despite the killer being the power role. Although, I would be fine with a lower kill rate, if that meant playing killer wouldn't feel quite as stressful at times.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660477#Comment_3660477
See I don't know about that... Because if we look at the addons we have like 50% decrease on live and 55% on PTB, if they stack entirely.... But otherwise we have like 30% of 1 second, making it 0.7 and then 20% off of that making it 0.56 seconds on live. On PTB we have 0.8 base, taking off 20% makes it 0.64,taking off another 15% makes it 0.544. If I didn't make a mistake here the difference is reeeeeally low and I don't believe that there is any issue here... Think about it, the show delay difference is 5.6/100 second... I just don't think that this is big enough of a number to even notice.
It only matters if you can shock them before the shock effect has worn off. The shock affects survivors for 2.5 seconds. In that time you can easily shock them again. So they basically never get rid of the shock's effect and therefore cannot unhook.
But it's really not much of an issue because it requires you to shock them before they actually start the unhook animation. Once started, it doesn't matter if you interrupt them. The other survivor will still get off.