Avatar

Xernoton

Xernoton

About

Username
Xernoton
Joined
Visits
7,534
Last Active

Comments

  • @anarchy753 said:

    Being able to stop EVERY gen from progressing for two and a half minutes is ludicrous. And genuinely, survivors are standing around with their dick in their hands every time it happens waiting to be allowed to play the game again.

    DMS should flat out just not trigger from anything that FORCES the survivor to let go of the gen.

    Exactly. It's the fact that survivors simply have nothing to do for as long as it's active, that really makes this combo problematic. What are the survivors supposed to do during that time? Their only objective is blocked, so they can't progress. Twiddling your thumbs for 30 seconds is not exactly fun.

  • When someone knocks at your door to inform you the house is burning. I feel this is a pretty justified reason to dodge a lobby.

  • My main issue with it is not the strength of this combination of perks (although it is insanely strong) but that feeling that you absolutely cannot progress. It's the same as with 6.1.0 Eruption. People hated it because they couldn't do anything for as long as they were affected. Now it's the same. The survivors can basically only wait until the gens are unblocked again. This feels awful. Nobody likes feeling like they can't do anything meaningful during the match.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639838#Comment_3639838

    Wrong. You can't just stereotype solo queue like that as a justification for tunneling. Sure, it happens, but most play until the end for no reason when they are better off just killing themselves and going next because the killer is steamrolling them thanks to tunneling. You can't just exclaim wrong and then give that as an answer because we both know that it's only a small population of survivors that do it, no matter the skill level or MMR. People giving up on a whim isn't the issue and I would NEVER want to be forced to stay in a game against a killer that's making my game as miserable as possible for their entertainment because one survivor out of six games DC'd for no reason. I don't see what you're trying to get at stereotyping just to implement a system that doesn't tackle the core issue.

    You can't just stereotype solo queue like that [...]

    I can and I do. Because it's exactly what keeps happening and it's pretty much the main issue with solo queue. You could have a pretty good match but then the Feng that teabagged the killer 20 seconds earlier kills herself on first hook. This is what ruins solo queue and it has little to do with the killer and everything with that person's attitude.

    However, I did not justify tunneling by doing that. I said that spreading hooks is ineffective. Does that make the situation any better? No. But it's the reason why tunneling is so prevalent. To fix that, they'd need to make some pretty massive changes. Overall, this could improve the solo queue experience as well. Mostly because tunneling is even more effective in solo queue than it is against a SWF.

    However, the problem with people giving up will never be solved. Some players give up as soon as something doesn't go their way. That can be the killer, their play style, their skill, their loadout, the map, the team mates, their loadouts and skill. Pretty much anything. If someone is in the mood to give up, they will find a reason to give up. Meanwhile, the players that don't, will play the match until the end even when they know it's not looking good.

    @Shirtless_Myers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639838#Comment_3639838

    That situation is rarely the case, and you're trying to paint them as the problem requiring changes is such a joke. Camping is way too easy with little to no downside to the point it happens in nearly every game I've played since the patch dropped while on Survivor.

    That situation is ALWAYS the case. People that don't give up, don't give up. It's that simple. It only depends on your attitude and the sooner we stop justifying griefing, we can focus on the actual issue. Nerfing tunneling, camping, slugging or even bringing back the old school DBD bullying simulator would not stop people from giving up.

    The game is over when there is someone dead at 5 gens, so I don't really consider this giving up but ending the match instead of wasting everyone's time. This is not what ruins solo queue and it's not what happens in your average game.

    It's the games that aren't one sided until someone decides they've had enough. I covered this before so I won't go into every reason I've seen people give up for but let's just say, no matter what happens or how the game goes, someone will find a reason to give up.

    I'm also not sure what camping has to do with this. Is it too easy for how effective it is? Yes. Is there any reason for a killer not to camp? No. Can you win against a camping killer? You certainly can. Will people give up against that? Yes. Will people give up against the a killer that gets their first down after 4 gens have been completed? Yes. It does not matter how you play. If I were to go into a game kill myself on first hook, I guarantee I could come up with a reason for that. This however would not excuse my behavior. Test me, I'd always find a "justification" for why I basically had no choice and that is the same with many players.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639846#Comment_3639846

    That would’ve been funny if you could do that, but they actually changed that, the stack loss is 2 on all tiers of STBFL now. The tiers now affect the max number of tokens you can get instead (now 6/7/8 instead of always being 8).

    I missed that. Thanks. Still terrible but not quite as terrible.

  • You wanna know what's really funny? Use STBFL on tier 1 and see him lose all 8 stacks for 1 injured state.

  • @MikaelaWantsYourBoon said:

    It's still possible tho. And it rarely affected good killers anyway.

    ^This. Very much this.

    FOV techs are less effective than before though. Which is good honestly. Literally stepping on the killer's toes shouldn't be an effective way to play the game.

  • No, it's not. Tunneling is a big flaw in this game's balancing but it's not going to kill the game.

    Unfortunately, tunneling is the meta play style. Spreading hooks takes forever. It's simply not efficient enough. A M1 killer will be happy to end their chases in less than 60 seconds. Even killers with good chase powers often struggle to do that. After that, you still need to pick up that survivor and hook them. Even if you were to do that in 5 seconds every time, it would still cost you 30 seconds for 6 hooks.

    On top of that, you play against 16 perks, if you don't tunnel someone out. Do it though and the chances of that 1 survivor using them all drop significantly. There are a million reasons to tunnel and only 1 not to. And that is the fact that tunneling is pretty awful to go against.

    @mikewelk said:

    Tunneling is the main reason people give up on solo queue. Some could argue it's camping, but why would you camp if you don't want to tunnel? Tunneling in itself is a viable strategy but it comes to a point where tunneling at five gens, unprovoked, is getting normalized. It kills any motivation to play the game. Tunneling is so common that if it doesn't happen I get surprised that I'm literally experiencing a once normal game of DBD.

    Wrong. People give up in solo queue as soon as the match doesn't look like an easy escape. 2 people down? Well, it's over. 2 hooks at 5 gens? Let's kill ourselves. Nevermind that we got GoJ and have 3 gens at 99% with only 2 pallets gone. In solo queue people give up on a whim. That's the issue. And it's why I think that the penalties for griefing (hook suicides, going afk, running into the killer) should be severely increased.

    If you can't take a loss / difficult match, then why do you even queue up in a multiplayer game? There are enough single player games out there where you can ensure that nothing will even mildly annoy you.

  • 2 new loops. The rock wall was replaced with a filler pallet and then there is a weird new structure. It's largely unchanged but it feels a tiny bit stronger for killers. Although, I have a feeling that there are more pallets on average now than before, which would contradict this feeling of it being better for killers.

  • No. They aren't. She was somewhat fine before, though she could have used some small buffs still. Now she got nerfed. She is not fine in any sense of the word.

  • I was wondering when someone would post this. 😂

    If that doesn't get you in the zone for Radience I don't know what will.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639571#Comment_3639571

    MMR is directly tied to your highest Killer MMR, I thought. I thought it was a certain number of points off your highest.

    Did they change that?

    I'm not quite sure how exactly it works either. I thought it depended on your average killer MMR and scaled like that but it might be I mixed that up.

    What I meant was, that you have different MMR on different killers. Even, if we were to assume that the MMR of your lowest killer heavily scales with that of your highest, you'd still be quite a bit lower on them. Most basic mechanics are also shared between killers. Meaning, you won't start at 0. So the likelihood of you getting completely stomped game after game is pretty low.

    I also have a feeling that the MMR scaling isn't quite that strict. I see a pretty wide variety of survivors on different killers. With Singularity for example (whom I assume I'm the lowest with), I'll see a lot of survivors that fall for the most basic mind games. On Doctor, Nemesis and Billy on the other hand, I see more of the usual decent to strong (sometimes very strong) groups. With some killers my games just feel incredibly easy compared to others. The weird thing is that these are the same killers I consider myself to be pretty bad with.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638773#Comment_3638773

    Maybe the cooldown add-ons (when stacked together) can be bit too much (it has almost zero downside for missing a chainsaw), however even then I think he deserves some time to be "bit overtuned" since he was in sad state for 3 years left in the dark.

    I don't think he is overpowered even with these addons but I can understand why it would feel pretty terrible to play against that. It's somewhat like Trickster, where it feels like it doesn't really matter what you do because you'll go down anyway.

    For that reason, I do not really like these 2 addons. I know I suggested for these addons to get some buffs (extra recovery after a successful hit just isn't all that good) but this might not be the way to do it.

  • Your MMR shouldn't be too high on a killer you don't play. So I think it's somewhat alright. Obviously, if you learn a difficult killer and keep screwing over yourself, then you're not going to win but this is less of a problem with matchmaking and more with the skill floor of some killers.

    I remember the first 5 games I played as Nurse. I already had a few hundred hours of experience in the game but I still lost because I had no idea what I was doing and kept overblinking. In order for me to win in that situation the game would have needed to pair me with the absolute weakest group of survivors it could find. But that wouldn't be fair either. If you play worse than your opponents, you should lose. Matchmaking cannot account for you making the same mistake 15 times in a row.

    That said, I would certainly like a practice mode or something like this, where you can play against a very basic AI and learn maps, looping (as much as possible against an AI) and a killer's power.

  • Makes sense. I'm still not convinced that this effect is very healthy.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639496#Comment_3639496

    Go to youtube, look up Hens and Otz series of no restrictions. See how well your theory hold.

    Iirc, you sent me a link to that video a while ago in a different discussion. The results were pretty balanced.

    The Nurse got 2 kills. The Blight lost his first match (1k), then got a 4k the second time, the Spirit got a 4k (but her addons have been nerfed since) and the Wesker got 1 kill.

    I'm pretty sure the Spirit would have no performed quite so well with her addons today. So let's not pretend like this is a good reflection of the game's balance now. It has also been well established that Nurse and Blight are overpowered. You cannot take them as the standard.

    But even if they are overpowered, the fact that they didn't stomp the survivors back then also shows, that survivors are pretty damn strong as well. It was a more or less balanced outcome, if you take all 3 matches together. 7/12 survivors killed(~58% kill rate) is pretty close to BHVR's desired 60% kill rate. Now imagine a world in which we actually nerf Blight and Nurse (possibly Spirit again) to be more on par with the other killers. That would not weaken the survivors. So the game would then swing pretty wildly to survivor sided.

    My point is that both sides have things that are too strong and that these things should be nerfed, so that we can establish a more stable balance.

    Please note, I did not consider DMS + GE here. This should have not made it to live and I'm certain it's only a matter of time until they do something about that.

  • You pray the killer doesn't use it.

    Other than that, you're screwed.

  • "No cooldown" on Hillbilly. That's interesting. You may want to check the patch notes on that one. They did not remove any of his cooldowns. They toned them down because he was overly punishing. 2.5 seconds is enough. I do not see how this is overpowered. The extra cooldown reduction from his addons are not needed but his base kit is completely fine. Even with both the Greased Throttle and the Thompson Mix I'd argue he is still not overpowered. But he is indeed very oppressive. As he should be.

    The new menu screen is not a big deal. It will take some getting used to and it's a little inconvenient that you have to click twice before you can queue up but it's not like this ruins the game. Apparently, this was introduced so that they can add different game modes in the future. I don't get why this would be necessary but whatever.

    Alan Wake's perks are undertuned. That's true. The boon perk can be pretty nice though. However, it still needs some buffs.

    There were a lot of possibilities to nerf STBFL but they chose the worst option. Have you seen what happens when you use it on Deathslinger? You can literally lose all 8 stacks for one chase with the obsession. That is not good. The funny thing is that M1 killers will still use this perk because it's an absolute necessity.

    The GE + DMS combo is pretty disgusting. I mean, what is that survivor supposed to do? Twiddle their thumbs until DMS ends? Worse than the actual strength of this combination is the fact, that it leaves survivors with literally nothing to do until that gen is unblocked. It's Eruption all over again (although, not quite as strong).

    I don't know about any new Knight bugs. You sure these aren't just the ones he's always had? The sad thing about Knight is that these bugs provide pretty much the only counterplay he has. Technically speaking, this is however using exploits. Knight's design is flawed to the core.

    Sadako was in a pretty good spot on the PTB. These nerfs are unreasonable. Especially since she got no compensatory buffs.

    I find it weird, that after all the PTB feedback Blight still got to keep his infinite rushes. There were enough clips of people showcasing the absurdity to know, that this could not stay.

  • This is not how it works. Even when Netflix pulled out and Demogorgon was technically no longer available, they were still allowed to make changes to him. I doubt they would even consider getting a license otherwise. Imagine, if every change first had to be approved by the license holders. With the amount of licensed characters in DBD, this would become quite an issue. They'd have to constantly ask for approval, which is a hassle for both parties and would take forever.

    Also, Myers has been announced to receive some changes in the future.

    @MikaelaWantsYourBoon said:

    They just said Myers will get changes, so i doubt that's the reason.

    Is Twins have legal reasons too? Or Blight? Twins changes took ages to finish and they are still working on it. Blight got changes after 3 years.

    So again, i doubt that's the reason. Probably Myers issues was not that important for them, they are working more important stuffs first.

    To be fair, we have no idea, how long they have actually been working on the Twins rework. My guess is that it was paused somewhere along the road. I mean, Skull Merchant got 2 reworks in 8 months.

    The Twins rework was announced almost 2 years ago. There is no way, they'd take that long on a single rework. In that time they could design a completely new chapter from the ground up. Twice.

  • Kate is pretty good. Feng too. Both have some very nice perks.

  • Billy had fallen to an attack from the shadows. 3 years ago, they came and stabbed him in the back. They annihilated him, broke him and kicked him when he was down. Not knowing that one day, the king would return. Now he is back and the weak shall fear the chainsaw once more.

    A wise man once said: "A man can have anything, if he is willing to sacrifice." And Billy has sacrificed. A lot.

  • The basic attack cooldown is stopped by the pallet stun. Meaning, after he recovered from the stun he could instantly hit you again. He probably had Enduring as well. Otherwise the stun takes too long.

  • @Hensen2100 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638450#Comment_3638450

    Putting a mangled addon above addons that will just straight up land saws you otherwise would never get is questionable. Good survivors might not even heal against billy anyways if they realize you are good with the chainsaw

    I'm also 99% sure the cooldown addons will enable a lot of stupid things like completely whiffing a saw / using the saw to zone and then getting another saw off in time because the recovery is almost instant. Not sure why those are anywhere but S tier especially if stacked

    If they don't heal, then it's even easier to down them. Especially with his improved mobility and reduced cooldown penalty for missed chainsaws. You do not want to stay injured because the risk of him getting a quick hit after finding you is already quite high. This is still a rather early assessment, so I do not claim it's perfect. It might change in the future.

    I am not completely sure how much potential the Greased Throttle and Thompson Mix have yet. This is just a feeling where I'd put them when they're not combined. If I were to rank combinations this would become a lot more complicated. So I simply look at each addon in a bubble (as far as possible). The reduced cooldown could very well proof problematic when stacked but on their own, they aren't too big of an issue.

  • I'd rank them like this:

    my-image.png

    The D-tier addons are completely useless. They do nothing. You could bring them or not but it wouldn't make a difference. You use the chainsaw non stop anyway.

    The Filthy Slippers are so low because they have no positive effect on their own. You need to combine them with the Apex Muffler or it just won't do anything. The survivors can hear your chainsaw very clearly, so they'll know that you're getting closer. The Apex Muffler is in a similar position, however it has more chances for synergy.

    I think Tuned Carburettor swings a bit too much from being a huge asset to being a detriment to rank it much higher. It's a bit unreliable in my opinion.

  • @MikaelaWantsYourBoon said:

    The reason is people are still playing against him like old Billy. So they will learn and matches will turn to normal.

    Billy is strong for sure but he is not busted and that's good.

    Agreed. I saw that on the PTB as well. You cannot do the exact same things against him anymore. You can however use his new weaknesses against him. When in overdrive he is so fast, that he cannot adjust when you try to juke him. He also can't curve as tight as he normally would. When he isn't in overdrive you can still mind game him. Is he going to curve wide or close? Make the right prediction and he will not hit you.

    I played against 2 Billys today and while I wasn't doing amazing against the first (made too many mistakes), I could play pretty well around the second once I reached some decent structures / loops. People will need a bit of time to adjust but I am 100% certain new Billy is not overpowered. Oppressive, yes. But not problematic. Although, I don't like what they've done with the Greased Throttle and Thompson Mix. I think reducing the missed chainsaw cooldown further is a risky move. It would probably be better to replace these effects with something else.

    @Pulsar said:

    I'd play him but it's too late for me to learn.

    Not really interested in getting curbstomped tbh

    It's never too late. You can play him and just chill. Who cares, if you don't win? Just play him and eventually you'll learn to use his new kit. I need to relearn a lot of it myself (the extra speed in overdrive and the reduced charge time mess with muscle memory) but he's honestly amazing.

    There's always Driftking Billy, if you really want to turn off your brain and just vibe. And he's better than ever.

    @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638291#Comment_3638291

    You really dont... I haven't had many games with him at all, and my first game playing NEW Billy was a 4k at 5 gens. This isn't like with Nurse how you can assume to be stomped for awhile. He's pretty easy to pick up now.

    I played Nurse earlier today. For the first time in months. Without perks (other than Shadowborn before the patch dropped) or addons. I still got a 3k at 3 gens with the last survivor finding hatch before me. I have never mained Nurse and I am not good with her but you can honestly stomp with every killer no matter how bad you play, if you play against survivors, that don't play good either.

  • I've never been tunneled as a P100. Billy is simply too fast. 😘

    I don't have any survivors on P100 but I find it weird, that killers would tunnel the P100 of all survivors. Wouldn't it make more sense to tunnel the guy with low prestige?

  • It's not quite as bad as Eruption but it's pretty terrible. Gen blocking is the most uninteractive way to slow down the game and now GE and DMS create a meta that does just that but dialed up to 11. This really can't stay. You literally force the survivors to wait, twiddling their thumbs until DMS is finally gone.

    There is nothing worse than the feeling, that you can't do anything meaningful in the game and it's exactly what GE + DMS do.

  • It's sad really. Sadako was in such a good spot on the PTB but now they introduced some safety measures that (while good natured) kill her. You can't even defend this. They had tons of feedback and had to know for a fact that this would not be appreciated. Yet, they pushed it out.

    The upcoming tweaks better entail reverting the changes made from the PTB. Because no matter how much you polish a turd, it'll still be a turd.

  • CoB is pretty useless nowadays. They gutted it. It's a better info perk than it is a regression perk.

    However, your build would still work. You can kick / damage each gen up to 8 times and since you will hardly target only 1 gen, this should be fine for the most part. Eruption has the unfortunate side effect, that it takes 1 stack for the kick and another for when the perk activates. So you could only use that up to 4 times on the same gen. Less when it's also affected by Surge.

  • People cheat because they can. That's the sole reason. And unfortunately BHVR made a very bad decision when they decided to make their game free on Epic Games during a cheater epidemic.

    People cheated with the old rank system too (although less because cheaters couldn't get hundreds of free accounts from Epic Games). It is nowhere near as bad as it used to be though. I think some of us are a bit paranoid and see cheaters where there aren't any. Partly because we had seen it before and partly because cheaters these days are often more subtle.

  • Chill build for any killer (I like it especially on Doc because it synergises well with his power): BBQ, Lethal Pursuer, Lightborn. 4th perk slot used to be Shadowborn but now I might switch it to Huntress' Lullaby.

    It's a build designed for you to sit back, relax and just chase. I use it whenever I just want to turn off my brain and chill.


    Hillbilly with Apex Muffler, Spiked Boots, Plaything, Pentimento, Trail of Torment and BBQ. Send yourself to Coldwind for good measure.

    It's so satisfying when it works. With the upcoming buff it will be even better. Just run around with the chainsaw and hit them like a truck when they don't watch out.


    Bodyguard Bubba: PWYF, Dark Devotion, Lethal Pursuer, Insidious. No addons required (although tantrum addons can be nice, if you're less experienced).

    After years spent chasing, slashing and killing survivors Bubba remembers his old life. He used to be a good boy and now wants to redeem himself. When the match starts, Lethal Pursuer activates to help him find the client (obsession). Once he found them, he will start following them around. Bubba does not hit the client under any circumstances.

    Instead he fully devotes himself to the client's protection. Survivors entering his security perimeter (completely random area around the obsession) must first be scared off by revving the chainsaw. Should they not leave the area to let the client work in peace, then violence will deemed necessary and Bubba chainsaws and hooks that survivor. He will do everything in his power to ensure the client will not be disturbed.


    Oh and of course the "You're definitely going to hell" build: Myers with Tombstone, PWYF, Lethal Pursuer and Insidious.

    Use Lethal Purser to find the obession and get your PWYF stacks. Stalk until you have 99% tier 3 then hook the obession (preferrably in basement or on a hill) and hide nearby just out of range of the AFC. When a survivor comes for the rescue, activate tier 3 and kill both of them. Works especially well on Midwich (because you can camp above the basement).

  • Get it over with and go next. Just don't go out of your way to play like a jerk (excessive slugging, hitting people on hook, animation spamming, humping etc.).The survivors know the match is over and so do you. Letting them go only means they'll be forced to stay in a boring game for even longer. If they drop their item before you, then this probably means they ask you to farm with them a little. It's your decision, if you want to do that or not.

  • @GeneralV said:

    If there is one thing I still love about DBD it is those matches where everyone can have fun. No BM, no toxicity, just players enjoying what the game has to offer.

    I really dislike the fact that countless things I liked in DBD were removed, reworked, or changed in some way. Especially Freddy's old power, as that is what matters most to me.

    One day, friend. One day Freddy will return. And when he does, the first thing he'll do is mori this imposter we currently have in the game with the words: "Guess who's back #########."

  • I love it when both sides play to have fun without going out of their way to be jerks. This makes the game much more enjoyable for everyone. Sometimes a loss can be more entertaining than a win. It's good to remember that.

    I dislike when bugs are abused not be to be 'funny' but to hold someone hostage and I also dislike cheaters of any kind.

  • Billy and Oni.

    I'm too bad at looping to do anything against a decent Bubba.

  • On some characters none because I don't really care and can't be bothered to go through 20+ pages of charms.

    On others I use the perk icons for the build I'm running. It's especially funny when I have the Lightborn charm and even after the 5th missed attempt they don't get it.

  • It was to be expected that they couldn't keep their word on that part. Instead they try adjust it so that it will only affect normal games in very rare cases. They even gave killers some strong compensation for it. Although I think they were a little overeager on that front (5 seconds to stop a gen regressing is a lot).

    Maybe they can adjust it so that survivors now automatically repair a gen for at least 1-1.5 seconds before they can let go again and allow killers to kick gens without regressing them, so that they can still use kick perks. I think that is fair compromise.

  • They really did a great job with Hillbilly. They addressed (almost) all of his issues and I can see him becoming a very strong killer. Most of his new addons are at least decent and his base kit is close to perfection.

    The addons that receive changes from the PTB still aren't great though. Greased Throttle and Thompson Mix reducing the missed chainsaw cooldown sounds a bit off to me. This is the one cooldown they really shouldn't mess around with too much. We'll see though, if the addons will actually be problematic or if I'm just seeing ghosts.

    Thermal Casing and Ragged Engine aren't good either. They could maybe come in clutch every once in a while on Lery's where you don't use your chainsaw quite as much but other than that, they're not really good. A bit too niche for my taste.

    The High Speed Idler Screw and Discarded Air Filter are both worthless. Their effects simply don't provide any value because you can prevent the overdrive from dissipating by revving the chainsaw for 0.5 seconds. They need new effects.

    I still think the old iri Brick (now Filthy Slippers) and the Apex Muffler should be merged into one addon. The Apex Muffler just isn't any good when you don't combine it with something to apply undectable. Especially new players will not know that though.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636901#Comment_3636901

    Not anymore immersion breaking than Trapper's Fursuit and the various pajamas in the game.

    The real reason is that it would cost money to create, not any atmospheric reason.

    Maybe but I'd still find it pretty off-putting to see that as an emote. The ones there are DBD mobile are fine (mostly because they are again for communication purposes) but we really do not need the teabagging Ace to do a backflip everytime he gets a pallet stun.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636893#Comment_3636893

    Mostly BHVR's development time. If you look at everything else that hasn't been addressed or touched, it takes them a massive amount of time.

    It's not entirely on them being lazy or whatever either, if you think about it they have to constantly deal with changes people want with killer kits, behind the scenes bug fixes and counter-cheating, coming up with new content to keep themselves afloat and other development responsibilities. I'm not sure how many people at BHVR are on-board with DBD itself either, the manpower could also be a problem.

    That is all true but we know that when it comes to big changes, they can and will make these in due time. Slog Merchant for example got 2 reworks since her release. The upcoming changes are all very ambitious too. So, if they were to push this (especially since it doesn't take up as many resources as reworking a killer for example), they could definitely do it in a reasonable amount of time.

    I fully understand that they only have so much bandwidth but increasing the priority on this change would be reasonable and shouldn't delay other adjustments too much. The visual implementation of such a chat wheel is about the hardest thing to do. The rest is very basic, once you know exactly how you want to do it. And that also is a thing of maybe 3 days to figure out (and that's generous). So I trust, it wouldn't take them longer than 3 weeks to design something like this and have it in a decent state. Among other things.

    In DBD mobile they have such a thing just with emotes. If they were to do that without emotes, it would save them the time of creating new animations. This really isn't the most complex thing to do. It's just very low on the list of priorities. Which is a shame as far as I am concerned. I would like to see some discussions other than how solo queue is unbearable for a change and this would pretty much allow them to do everything they claim SWFs have as an advantage.

  • It's not. So why bring more things into the game that allow you to do that? You already have all the tools you need in that regard.

    Also, a fortnite dance or whatever in a supposed horror game would feel a tiny bit out of place, don't you think?

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636879#Comment_3636879

    Honestly if they kept it where only survivors can hear each other, and these changes brought up SoloQ to near-SWF levels since SWF would never reveal themselves with in-game vocals, it would pave the way for better killer buffs across the board to compensate any drop in killrates.

    It'd take years though, which is the major issue.

    You're right about that part of SWFs not revealing themselves. It was just an idea. I hadn't fully thought that through yet.

    The thing that I don't get is, why it would take years. This isn't that hard to code. Just as survivors seeing each other's perks. So I can only assume that it's not very high on the list of priorities. But honestly, I think most of us would accept, if some other things were delayed a few months for this.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636850#Comment_3636850

    The problem some might find in showing all the perks is as @Trollinmon mentioned that people will dodge lobbies more frequently because they dont like certaint builds.

    I dont really understand what a chatwheel can do for the game. I guess in DBD case it would be more emotes. But frankly, how should that help? Unless we are talking about across the map, which should not be in the game, since it is destroying the core design philosophy of DBD as a whole.

    I agree on the last part. It is much less likely that survivors give up when they know each other and are in a party. Nothing we can do about this.

    You could say simple things like: "Hey, I need a heal.", "Help me repair this gen.", "Killer is near me.", "I'll go for the unhook.", Come towards me." etc. Of course some of these commands would need to reveal your location to your team mates. It would work across the map. Otherwise there wouldn't be much use in it. They could even add the risk of you being revealed to the killer, if you use it too close to them (like 12m or maybe less).

    The core design philosophy of DBD is a bit all over the place. On one hand we have the game as a party game with killers like Chucky flipping survivors off, Naughty Bear and certain cosmetics (Mr. Puddles doesn't exactly scream "horror" in my opinion). On the other we have DBD as a horror game. The player base is also divided between people who want everything to be casual and people who want the game to be more competitive. So I think this isn't really a strong argument against a chat wheel.

    Edit: There is a simple solution to lobby dodging. Apply a penalty of maybe 2 minutes before their queue starts again. Then raise it to 5 minutes, 10 minutes, 20 minutes for multiple games, if they repeat it too often. This is how LoL handles it iirc.

  • Please no. I do not need the Feng Min that was about to hook suicide to run around the map and flip everyone the bird.

    The 2 animations that survivors have aren't meant for simple entertainment but for communication purposes. Only, nobody really gives a damn about that.

  • @xEa said:

    The question is, how to fix solo queue? We already got more or less all the meaningful buffs. The HUD shows exactly what everybody is doing and therefore it shows what everybody is supposed to do in the current situation.

    Sure, basekit kindred for solo survivors might be an option, but this wont still be the ultimate solution since the main advantages of SWF come with the voice coordination, especially for specific situations.

    Unless they add an ingame voicechat (i would HATE that) i dont see a good solution to Solo queue. Solo feels sometimes so bad because you never know what teammates you get. Some are just in for the BPs, some want to win and some have a daily quest and only care for that.

    I agree. There isn't much else BHVR can do at this point.

    However, there have been a few suggestions for a chat wheel such as in Dota 2, League of Legends and CS:GO. That would come with some of the perks that SWFs have but way less drawbacks than a voice chat would provide. Combine this with the ability for all survivors to see their team mates' perks during the lobby and during the game and solo queue should be in a better spot.

    Overall though, this would not fully bridge the gap between solo queue and SWF. Because the main difference isn't communication but that everyone is on the same page. Meaning, the Nea won't just disconnect (or hook suicide) because the Huntress hit her with a hatchet, the Claudette knows better than to self-care in the same corner for over 40 seconds and the Dwight won't be hiding in lockers for the whole match while Feng uses Lithe to run into the killer.

  • Currently it's Knight.

    In general it's Twins. The amount of Twins I encountered I could probably count on 1 hand.

  • I'm a killer main and even I hate it. This synergy is a big no from me. DMS and Grim Embrace shouldn't work that well together.

    In my opinion gen blocking is worse than gen regression. You can work on a gen after the killer used Pop or Pain Res. But you can't when it's blocked. So basically you're running around twiddling your thumbs until eventually the gens become unblocked again.

    I would be fine with the original Grim Embrace effect because it's once per game but when that happens multiple times it's just incredibly unfun. I mean, imagine if all 4 survivors were to have a 4 minutes base kit DS. Eventually you would not be able to progress in any way. Running around the map with no objective is not all that fun.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636793#Comment_3636793

    The gen in the picture is 94-95% done. Two pistons are clearly down (aka 50% guaranteed so I have no idea where 30% came from), one piston is halfway down, and one is slightly down.

    Seems as though my eyes were deceiving me. Looking at it again, you're right. 2 of them are definitely down. Maybe I need new glasses after all. 😓

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636464#Comment_3636464

    Well, its a Blight. Cracked addons, CI, Leathal and Pain Res are very likely. Probably one survivor was close, unhooked very soon after and there we are.

    Still, that is pretty fast. Even a Blight first has to play around the map and get 2 hits. And judging by the screenshot op provided, it seems that they don't have any gens on 30%+. So this is probably still during the first minute of the game.

1 … 36 37 38 39 40 … 107