Xernoton
Xernoton
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829260#Comment_3829260
appreciate the kind words, might post those there, and moreso appreciate the feedback, good points.
And in regards to the Aura part of Emissary’s, yeah. Unfortunately the main cornerstones of the game have already been leveraged by many existing perks, don’t think there’s new area to tread: Information, Mobility, Lethality, Delay. At this point it’s a question on how you package everything.
That was the point of my first post in this thread. We have something for pretty much every niche already and with the amount of perks both sides have, it's not very surprising that any category will have a lot of perks that fit into it.
The idea certainly wasn't to give killers a specific amount of aura perks but it's a natural outcome when there are so many perks in the game and many of them are hybrids that fit multiple categories because one effect on its own might be too difficult to balance or straight up useless without the other (Friends Til The End is one such example).
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@BlackJimmy88 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829262#Comment_3829262
How? You won't have aura reading IRL.
Evil villain laugh
We don't need aura reading. We are everywhere. You cannot hide, if you can't even trust your own SWF! We killer mains have strategically placed our members in every community.
There is no stopping us now!
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829118#Comment_3829118
Just wanted to add devs try to avoid perks that are used to buff killers powers since it makes balance a headache. Remember the original function of tinkerer?
Yeah, I haven't played at the time but I'm aware of the original effect. Good point.
@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829118#Comment_3829118
Hmm, what about:
Remnant: Solitude - See the Auras of Dull Totems. You can interact with them to create a Remnant: Solitude Totem (Similar to a Rekindled Totem). You gain the Undetectable Status while within 32m of this Totem and for 6/8/10s after leaving it.
(Remnants are cleansed/blessed faster than other Totems and are consumed by The Entity when cleansed.)
Emissary: Telltale - Blood Ravens spawn within the Trial. The Aura of Blood Ravens appear to you within 16m. Interaction with a Blood Raven will reveal the Aura of Survivors within 32m for 10s. Survivors can disturb Blood Ravens, however you will not.
Fair, there are some meme perks.Regarding resource manipulation, that is also fair. Though I was thinking about a perk that introduces a new resource, rather than a removal or blockage of one. Though I don’t know what a Killer resource could be, perhaps:
Graverobber - Searching a locker disturbs a restless spirit. The next time a Survivor moves within 8m in front of this Locker, a Haunt will burst from it. Survivors disturbed by this Haunt will Scream and become Hindered by 10% for 4/5/6s
Scourge Hook: Twisted Ties - After Hooking a Survivor on a scourge Hook, gain a Token. While you have a Token, standing underneath an Empty Scourge Hook allows you to press the Ability Button while looking at another Empty Scourge hook to teleport to that location.
Remnant Solitude sounds like a pretty strong perk on small maps but much less impactful on big maps. Getting value out of it would require a survivor to be somewhat close to that area. Plus, if they see you, the undetectable effect is useless, so you also need some large LoS blockers.
If we compare that to other undetectable perks that is quite niche. On smaller maps on the other hand you would be undectable for pretty much the entire match. I'm not 100% against such a perk but it would be quite a pain to play against on something like Midwich.
Emissary: Telltale sounds like an interesting perk although we are back at aura perks. The general concept of these could be nice though, if we were to redesign them to act like a little trap. Say you put a Blood Raven somewhere and when it is disturbed, the survivor that disturbed it gets some kind of debuff.
I like the general concept a lot, however each Blood Raven would need to have a pretty small range, you would need to be able to place multiple ones (otherwise it would only work for a more territorial play style) and survivors would need some kind of way to get rid of them. At that point it's complex enough to be the foundation of an entire killer power. It would probably also need a downside that Blood Ravens remain inactive for some time when you place them because otherwise it would end up similarly to Skull Merchant's drones where you just place one at whatever loop you are when chasing a survivor.
Graverobber sounds a little difficult to balance. It could be pretty strong on indoor maps. It would probably counter the shack and some of the other strong structures as well. Although that would depend on how many lockers can be affected simultaneously. If it's multiple ones, that could make this perk very strong (although probably not very fun to play against since there is pretty much nothing you can do once you are at a loop with such a locker), if it was only one that would make this perk very niche. Again, I very much like the concept but there would need to be a lot of fine tuning.
I'm not sure what to think of Scourge Hook: Twisted Ties. It would be massively RNG reliant but it could be a pretty powerful perk with a bit of luck.
Honestly, I respect your creativity. These are some very interesting indeas. If you haven't done so, you should definitely make a post in Feedback and Suggestions.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828891#Comment_3828891
Zone control perks (see boons). Seeker Perks (Searching for a Chest-like Item to interact with it, but for Killer). Meme-able perk like No Mither/Bardic. Disinformation Objective (See Dream Pallets/Mirrored Illusion). Ability Override Perk (see Blighted Serum, arguably Exhaustion Perks). Resource manipulation (See: Any Means Necessary).
You know, speaking of that, the Killer has zero chase resources. Maybe they could include a Perk that lets the player lay down a tripwire trap?
We are talking about killer perks. Territorial perks for killers are generally not a good idea because they would be effective in 3gens and not much else. Maybe on a small map like The Game or Midwich but these maps are already not good for survivors. You generally have very limited capabilities to decide the direction a survivor will run in because they are the one that is running from you, not the other way around.
Seeker perks are fundamentally not in tune with the killer role. Putting a second objective on the killer can only work, if it was somehow stronger than going after survivors. Which would immediately result in the perk either being broken or incredibly weak. Not to mention, that it would take away interaction between the killer and the survivors.
Meme perks are a fine idea, although we do have some of those already. Distressing is mostly a meme perk and though Two Can Play doesn't nerf you directly it's pretty close to a meme perk as well.
Disinformation perks similar to Freddy's dream pallets might sound like a good idea but the problem is that they need some restrictions and are likely not going to work against SWFs (see original Legion concept). These restrictions could either come with these perks being hex perks or something else. Hex perks in general are probably not the best approach anymore. Let's be honest, there is a reason why they are quite unpopular. Other restrictions again are very hard to balance. There is also the issue that as of now 2 killers already have fake pallets (Doctor and Freddy).
I have no idea how you would even attempt to balance an ability overriding perk. Not to mention, that these would also need some restrictions so that you couldn't just dash and immediately get a M1. Otherwise, playing against a Myers or Ghostface would be a horrible time. Exhaustion perks for killers have the same general flaw in concept.
Resource manipulation counts as chase perks. We do have some of these already. Bamboozle, Crowd Control and Blood Favour come to mind. What else would you do? Something like Mage Hand? That's literally a killer power, so that will never happen and with good reason. If it was Mage Hand for windows, that would be horrible to play against and I guarantee you such a perk would be hated. Unless of course it came with a downside so terrible that the perk would never be used. Remote pallet breaking is already a part of Knight's power, so that is not an option either. Not to mention that people would hate such a perk as well.
You only have so many options and you need to keep in mind that these perks could synergise with killer powers. We already know that the devs are not too keen on the idea to ban some perks from specific killers, so that issue can't be disregarded.
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They are not going to change his hitbox again, that is for sure. When he was on the PTB we initially had such a big hitbox on Wesker you could barely use his power because you bumped EVERYWHERE. Then they overcorrected and reduced the size to the point where you would rush right through survivors. In case you're wondering, there are still clips from that time on YouTube. I think Scott Jund made a video about it at the time.
His hitbox now is right in between the 2 former and it's fine. Anything that looks bonkers is likely due to ping.
Wesker is not a bad killer for sure but he is nowhere near pay to win. Nurse, Blight, Billy, Artist, Plague and Spirit are all stronger than him and none of them are licensed. Billy and Nurse even come with the game.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828956#Comment_3828956
Yeah I kinda realized afterwards that my matches weren't going well and I should have just put the controller down for a second. I paid the price for my foolishness and regret it. Reason why I'm trying to just let myself learn of ways to enjoy the game and cool down for two seconds and maybe not get so into the heat of the moment
I get that. I think pretty much all of us have experienced something similar. I know I have. You're trying your hardest to find enjoyment but it just doesn't work.
From my experience, the only thing you can do in these situations is to stop playing. Take a break from the game and come back later. If you still can't enjoy it, take another break.
If you're just feeling bored you can of course try to do some meme-y stuff but once your getting frustrated that will no longer work.
Either way, it's good that you are trying to adopt some better habits.
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No offense but you should never get that frustrated with a game. Period.
I fully understand that DBD can be frustrating, though not to that extend. Something you can do is recognise patterns. Are you having a rough day with DBD and all matches seem to be horrible? Step away as soon as you realise it.
For anger management there is no one size fits all approach. People have different ways to do it and you will need to find one that works for you. Some people scream, others get physical (which we are trying to avoid) and others again try to do something productive instead. One thing that might help is to do push ups. Define a rule for yourself like: "Anytime I would get angry and do X thing, I will do Y amount of push ups." The amount of push ups you do should be high enough to leave you too exhausted to do whatever you would do otherwise.
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The anti face camp mechanic works perfectly fine and it does exactly what it is supposed to do. The goal was never to end camping but to combat face camping, which is exactly what it does. You can no longer stand right next to the hook and camp that survivor out of the game.
I wouldn't be against this buff to Spine Chill but I think you massively overestimate how much this would do. 6% isn't a lot, so we'd still have the same situation as now.
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@Aven_Fallen said:
Would disagree, except for Bat-Form. It is not really avoidable at this point that Killers get similar powers, because we have so many Killers.
And while the Hellfire is comparable to Pyramid Heads Power, it does not go through Walls and you are even more limited when it comes to the direction.
The Pounce in Wolf-Form can be compared to Demogorgon, yet I feel that his power has more control (since you can charge the Shred) and the Wolf-Form robs you a bit of mindgames, since walking backwards is very, very slow.
I would say that your point is true for Bat-Form. Bat-Form is better than Spirit currently, since it is basically phasing, but you can go through Windows and switching Power to attack is too fast currently.
But, they announced that Dracula will get some Tweaks in November, so you can expect some Nerfs to Bat-Form. (At least this is the obvious things to change on him)Agreed. Although, I would like it if the sound clue for the wolf's attack was a little easier to hear. As it is I can never tell when he is about to attack.
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Maybe because there are more than 100 killer perks.
I mean, what do you want a killer perk to do? We have chase perks (though most of them are pretty bad), info perks and slowdown perks. What else is left?
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828219#Comment_3828219
Cool writeup, but TL walls on their own are not strong at all, they are probably slightly killer sided. On their own, you rely on mindgames or suboptimal play from your opponent to make more than 1 vault without getting hit (against M1 killers). Even checkspots are 50/50s on this tile.
They are strong if and only if they have another tile or resource nearby you can chain to, or if you have Lithe to use them to move somewhere else.
Oh, believe me. I'd rather chase an insane survivor around the shack or a jungle gym than a TL wall. If you haven't seen what some survivors can do with these, you're really missing out.
Luckily very few survivors are actually on that level.
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A weaker version of BBQ that would point you in the direction of one survivor with the least hook stages. I'd like that but it's not going to happen.
The old BBQ BP incentive would be nice too.
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As long as a pallet isn't dropped, you have pretty bad chances to hit them. After that though, they usually react so slow that you can hit them around most tiles. It's the same for many windows.
Bots are very predictable and they always react to how close you are. So you can bait them into vaulting and catch them on the other side. Because you can already double back before their vault. That takes a bit of time to learn though.
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I don't think it's that big of a deal. It does kind of annoy me that it feels like you can't punish survivors for being tardy anymore but it does have a pretty significant effect against camping killers, so I'm willing to take that sacrifice.
@jesterkind said:
I disagree, I don't think the extra ten seconds has a negative effect on killers who play fair. If anything, if survivors leave their teammates on hook for those extra ten seconds, it's giving fair killers more opportunity to snowball their pressure.
I've said this before in other threads, but the best pressure a killer can get short of a dead survivor is to occupy three survivors at once. One on hook, one in chase, one peeling off for the save. For as long as that rundown is true, generator repair plummets down in efficiency.
If survivors are keeping two on gens while one's on the hook and one's in chase, that means you're still bringing the repair efficiency down to half of what it could be, and you're being given a little more time to get that down and snowball your pressure. If you finish your chase sooner than the survivors on generators expect, and get two hooks at the same time, the team has to scramble to undo that situation and reset— during which time, you're still entering chases and keeping the pressure up, keeping them in a cycle of constantly having to unhook and heal.
It's also still very possible to proxy camp and punish survivors prioritising gens so much, as long as you're aiming to get into a chase with the would-be rescuer or force a trade, instead of forcing the hook stage on the hooked survivor.
I'm not saying you're not struggling at the moment, but if you are, I would strongly suggest it's for other reasons.
I agree with the sentiment that it's not a huge deal, if you're not camping but it does have an impact either way. It sometimes happened that a survivor would just barely hit second stage when you kept everyone else busy for long enough, that's not really the case anymore.
Maybe it will happen again when people have gotten used to the new hook timers (and as a result will start greeding again) but not right now. Admittedly that happened very rarely so the benefits outweigh the sacrifice by far.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828433#Comment_3828433
If you bring 4 aura reading perks and add ons then you deserve to have it all nullified with distortion, I dont see what kind of fun being revealed for every action I do with map offering like leries/rpd myers with boring hit and whack and proxy camp tactics, see the same logics?
- Who runs 4 aura perks? That's ineffective and much more niche / friendly than a build with aura and slowdown perks in combination.
- Countering perks is much more impactful than countering items.
- 4 aura reading perks do not indicate the same as 4 flashlights. With 4 aura reading perks you will always find survivors, so hiding is not a factor. Not the end of the world considering how little hiding happens already. 4 flashlights almost without fail indicate a bully squad.
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@buggybug said:
But why should killers see survivors?
4 flashlighs or heck 1= lightborn
4 mix items= franklins
Ttv=dodge
Nice cosmetics = dodge
Same concept right?
That's the idea for these perks. You don't counter an entire killer but an item. That is nowhere near the same level.
Also, if you bring 4 flashlights into a match, then then chances are you have something pretty terrible in mind, so you deserve to face a killer with Lightborn. No, I do not want to see what kind of fun and interactive gameplay you can pull off with a certain map offering, 4 flashlights and 4 Head Ons. I went against one such group and I will not relive that experience, thankyouverymuch.
If I were to dodge every TTV, I'd barely get to play the game and I reckon others have the same experience. They aren't exactly rare and with the amount of TTVs in all different levels of skill, they absolutely do not indicate that a match will be easier or harder.
With the amount of items you have in an average game (3+, mostly 4), you can run Franklin's Demise every game and the chance you encounter a group where it won't help is very low.
Who in the world dodges because of cosmetics? I've never seen that before!
If you are concerned about lobby dodging, then why not add penalties for lobby dodging instead? Many games already do that and if a first offense is only treated with a 30-60 seconds penalty, then we don't punish people with a valid reason to leave a lobby very harshly either.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828381#Comment_3828381
Honestly Blight starting on cooldown would be completely fine.
I don't think that's necessary for Billy.
Me neither but I'd rather that than having the perk nerfed when it's completely fine. Billy will be fine either way.
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@IronKnight55 said:
It needs adjustments as it is too strong on certain killers and does too much. Yeah, I play both sides, so I'm considering both perspectives. It's used a lot for a reason.
It's used because it's consistent, convenient and offers synergy. Also, Lethal Pursuer isn't the most used killer perk. The pick rate according to Nightlight is 15.88%. Are we going to nerf every survivor perk with an equally high or higher pick rate too? Strength and pick rate go hand in hand but it's not as linear as: "That perk has a very high pick rate so it must be that strong."
It's more like "strong perk" ⇒ "high pick rate". That however isn't the same as "high pick rate" ⇒ "strong perk".
If some killers are problematic with Lethal Pursuer, then why don't we have their powers start on a cooldown like with Sadako and Dredge? I don't consider Lethal Pursuer on Billy to be a problem but I'd take that over nerfing a perk that is fine on most killers but arguably too oppressive on others. I want more perk variety on both sides, not less.
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I fail to see the issue. The killer can mostly predict where survivors spawn, so that's only a bonus that helps with maps like Haddonfield that seem to have completely randomised spawns.
The +2 seconds to other aura reading effects encourages combining it with other aura perks, which changes the meta from slowdown paired with slowdown on top of slowdown combined with slowdown. That can only be positive.
I would still use the perk if they removed the +2 seconds because it's convenient and I like it (screw Haddonfield, no matter which side it favors!) but I don't think it's necessary or good. Less synergy = less reason to combine it with other aura perks = more available perk slots for slowdown. I thought we were on the same page, that full slowdown builds are boring to play against. Why do we actively try to bring that back?
Aura vision doesn't mean the killer sees you at all times. It means they will always find you, so there is almost no time in between chases, which is argued to be the most fun part about the game. I absolutely do not see the issue. Survivors don't like sitting on gens forever but at the same time we also do not want the killer to find us as fast? If the killer wastes time, they need more slowdown to compensate for that, which increases the time survivors have to spend on gens.
If I overlooked something, please tell me. I simply don't understand why so many people seem to hate aura vision all of a sudden, other than maybe due to overexposure?!
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Honestly, I wish more people would play for fun. Not super competitive, not super focused on being a dick, just fun.
But as it stands, most people seem to hate whenever you don't play super competitive on both sides. If a killer realises, I'm playing with a fun build, I get tunneled out. If survivors notice I'm playing with a fun build, they'll finish the gens as fast as humanly possible and proceed to teabag in the exit gate for 2 minutes straight.
I don't think everyone has to go out of their way to accomodate for their opponent's fun but at least you don't need to be a dick. Play in a way, you would like others to play as well and focus on having fun again. That's all I ask for.
If you get your enjoyment from winning by any means necessary, then you need to accept that your opponents will play in the same way but when someone is clearly focusing on fun, don't got out of your way to be a dick.
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@Dwight_Fairfield said:
For Mikey I would also like to see a little buff to tier 3, like maybe break pallets faster to go with the mega lunge and fast vault speed.
Agreed. I reckon the idea was to make him the ultimate M1 killer in tier 3, so faster breaking speed and some shorter stun durations would make sense.
Not to mention that it would canonically make sense, given that he has superhuman strength and is pretty much unstoppable. Well, except for Halloween Ends, where he somehow died to some stab wounds and a punctured lung?!
Also, can we get an updated character model, pretty please? There is a very real, very visual difference between him and newer killer designs.
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Good for you, getting a new position, sad for us, losing a staple among the community.
Best of luck with your new role and thank you for the role you played here over the past years. We will miss you! 🫡
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@Junk209905 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827949#Comment_3827949
I think people are ignoring some things about these tiles: one there are builds and specific perks that you can use to make these tiles easier when mindgaming can't, that's kind of the whole point of perks, two there are also tiles that are extremely killer sided that usually result in 50/50s and in frequency as someone else in this forum said, these "unfair tiles" you're talking about are much less than the less safer ones. I think it's necessary to have at least a couple of good loops, definitely not all, in a map to give the survivors a chance instead of loops coming down to luck. And if all else fails when looping on a tile: just leave the survivor and get better at zoning to get them to a less safe loop. Most of these issues can be solved with your own initiative you just need to consider all of the possibilities.
The problem is that the killer doesn't have that many perk slots. It's exactly 4. Weaker killers don't need other perks than stronger killers, they need additional ones. Meaning, a stronger killer will get to play with a good build and deal with such strong loops, while a M1 killer will can either play with such a strong build or deal with those loops. They can't do both. This doesn't mean that a M1 killer can't win but that they are at a significant disadvantage.
I agree that good loops are necessary to deal with killers that already have powerful chase abilities. I just wish that M1 killers didn't always get the short end of the stick. On top of being reliant on certain perks more than other killers, they are also expected to equip additional perks for something that stronger killers can deal with either way.
Also, I'm not sure that there are more unsafe than safe loops. Most main buildings (even the ones that aren't as powerful) are safe, TL walls, if played correctly are damn strong, jungle gyms are safe, all shacks are safe, variant gyms are about 50/50 between safe and unsafe, all filler loops on Eyrie of Crows are safe (literally all of them have check spots), all filler loops on GoJ are safe and connected to other strong loops, most loops on the McMillan maps are safe, the same goes for Autohaven Wreckers, all loops on The Game are ungodly safe (there is exactly one pallet, that is weak and even that can become strong if you chain it)... I could go on but you get the idea. Survivors have LOTS of strong loops.
The issue is, that on some maps you have tons of those and on others you have 2 good loops and 4 useless loops (Haddonfield comes to mind). Ironically the maps with good loops usually have large amounts of resources while those with terrible loops have very few.
M1 killers are typically quite bad at zoning too by virtue of being M1 killers. If they don't have a power to support them in chase, they have no way to zone a survivor, if the loop they are on isn't useless already. In which case, why would you zone them? On a jungle gym a M1 killer in general has no way to zone. As long as you have some distance or a wall between you and the killer, they are no threat to you (other than Doctor, whom I wouldn't consider weak against jungle gyms either way), so you don't need to leave a loop and there is nothing they can do about it. I mean, what are they supposed to do? Come from 2 directions at once? If you aren't playing Dredge or Twins, this isn't possible and those 2 have little trouble dealing with jungle gyms.
Leaving is also something that works in theory but typically not for M1 killers. Most of them have one thing in common. They don't have great mobility, so if they leave a survivor, it will take a while for them to actually get to another. And what is to stop them from running to the same safe set up, that you just came from? You can of course try to cut them off but most survivors run exhaustion perks that allow them to get extra distance which they can use to run around you. And if that doesn't work, then they still have the opportunity to use the speed boost after a hit to get there. Are you going to leave them again? Sure, you got them away from a gen and they will need to heal, so you have slowed down the game but you haven't actually progressed. Meaning, you are still in a worse spot than you were before. The next problem is that you also don't get to use your slowdown perks, if you don't progress. This is a downwards spiral.
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@[Deleted User] said:
@Akumakaji So nerf a basic function of the game? Nerf a jungle gym?? So when a survivor plays for THOUSANDS of hours to MAYBE get good at looping you want to take that skill away from that player? If a killer had thousands of hours that killer would know how to play that jungle gym. You said yourself “your paired up with players of your skill level” so if a killer is paired up against a survivor of equal skill level then it just becomes a skill issue. And you just need to get better at the game. Don’t resort to nErF jUnGlE gYmS because you have a wittle twouble downing survivors. I swear these killer mains want the kill rate to be 100% if they could have it there way. Killers are the only ones allowed to have fun right??
It takes about 10 hours to find out how to play around a jungly gym. Brute force or not at all. That's the way to go for M1 killers. A survivor can literally wait on multiple spots until they see the killer again. No mind game will put them in danger because all they need to do is wait and react.
At that point, your skill as a killer doesn't matter anymore because you don't have any skill expression to begin with. Against some of the stronger killers in this game a jungle gym is not 100% safe but we're talking about M1 killers here. They are fairly predictable and that's what makes these tiles so strong. There are only so many directions a killer can come from and if you use the check spots correctly, which even average survivors manage to do just fine, a jungle gym becomes completely safe.
Whether or not jungle gyms should be nerfed is a different story. I think they have their place in the game mainly because we have a lot of killers who have at least some options to play around them but M1 killers will need some help either in the form of better chase abilities or more strength overall to open up perk slots to deal with these tiles.
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@indieeden7 said:
Bot to sound rude or anything but it's not impossible for M1 killers to catch survivors at a jungle gym.
True. Dedicated builds like Spirit Fury + Enduring can lead to hits and Bamboozle can help get the pallet out of the way relatively quick.
But overall, it is pretty much impossible to mind game a jungle gym. There are so many check spots and save points a survivor can use that it's more effective to brute force your way through than even attempting a mind game. That only costs extra time.
Jungle gyms are not quite on the same level as the shack (which literally tells you where to wait!) but they realistically offer safety until the pallet is gone and even then can be used for some extra time. Not to mention we have some even stronger versions of jungle gyms on Garden of Misery, that pretty much eliminate any possibility at all to mess up as a survivor.
I think it's fine that some structures as safe as jungle gyms exist but every map needs rules to how many of these can spawn (thankfully most maps have very strict rules already).
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@justadreampallet said:
it’s his rework. He can take away 35/45/55% of your polygons after a special attack, it levels up when you find a broken texture around the map.
Does it synergise with Hex: Game Crash?
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Skill issue. You should have done a triple back flip into spin kick to knock out the killer.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827515#Comment_3827515
This is a disingenuous argument that I see far too often. This perk has been in the game for literal years and survivors have out-looped you that entire time. With or without it, you’re still going to face survivors who are just better players than you—and that’s OK. Regardless, survivors get to have generally useful perks. Not every survivor perk should be “rummage through 2 chests, then cleanse 2 totems and you can see the killer’s aura for 5 seconds the next time they’re within 24 feet of you!” But only once per trial.
I believe if it wasn’t WoO (and when it isn’t WoO anymore) you’ll find another perk to complain about. You might layer it with “but it actually hurts survivors!!” Like people did with Reassurance and Distortion and DS and OtR and every other perk that’s generally useful to survivors, but you’ll find something to lament your woes against after WoO is changed.
If you’re against a perk at the very least declare your intent as a killer main. Don’t gaslight people into thinking good survivor perks hurt survivors. There is no shame in saying WoO is a good perk and you dislike it because it makes your games as killer more difficult because it helps survivors play more efficiently.
Again, I would love to be "outlooped". At least then I actually get to try something and have real interaction with that survivor. But WoO obly results in survivors running from pallet to pallet without ever looping. That is incredibly tedious.
You missed the point. For me it's not about how much time a survivor gets in chase thanks to this perk but how it actually affects their and my gameplay. It's the same as with a bot. I don't want to play a game in which I already know what is going to happen in the next 40 seconds. But this is what WoO does.
It is used to run from loop to loop and pre drop occasionally until the killer has enough Bloodlust to hit you anyway. It's mind numbing.
If WoO was actually used to learn maps, its pick rate wouldn't remain that consistently high over such a long period of time. I mean, how long do you need to learn maps? Maybe 500 hours, if you're slow. Also, people that supposedly play in high MMR wouldn't use it either.
When you run WoO, there is no reason to focus on learning maps. So you can't take it off without dying instantly because you won't find any structures, which reinforces the need for WoO. That's why you see people panic whenever blindness counters their precious perk. They run by any loops and can't fathom the thought that vaults and windows are no longer highlighted in yellow.
If that isn't bad for survivors, I don't know what is.
Try it yourself. Go into a game and use perks or addons to apply blindness. You'll see what I mean. If it was only about winning, I'd do that more often but this is pretty boring as well.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826289#Comment_3826289
No you can't. Windows never gives survivors that much security. They can still go down if they make a mistake, unlike with Dead Hard or OTR. The cooldown was just there because the devs like cooldowns on stuff; the perk doesn't become overpowered by not having it. You say that survivors don't have to "play around structures," but that makes no sense. Losing Windows at something like Campbell's Chapel main building doesn't make the loop any less ridiculous. It just shows the windows pre-chase as opposed to during chase. What you're banking on, if this perk were to be removed or nerfed, is getting put against survivors who lack knowledge of the maps. But you already get that anyway, not every match but some matches, by chance. If a survivor has no game knowledge, they're an easy down anyway. You're only hurting the up-and-coming players, not the ones who are already too much to handle.
That's the thing though. If you don't loop, you can't really make a mistake against most killers. No matter how good of a Freddy main you are, you will not outplay the Shift + W into pre drop pallet into window into pre drop 5 other pallets.
You can tell whether or not a survivor has WoO just by looking at their pathing and play style. That already shows how impactful this perk actually is.
I am not arguing that WoO is overpowered but unhealthy. It takes away the interactivity in the only interactive part of the game. You literally play by a manual when using this perk, which makes every chase feel the exact same.
But worse than that is the effect this perk actually has on survivors. Because it is NOT used to learn maps. Apply blindness to a survivor with WoO. They'll run around like a headless chicken. You could have a pallet blocking their path and they wouldn't notice it as long as it's not yellow!
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Whatever they do, it can't be much worse than current Freddy.
I hope they'll take over some parts of old Freddy's design while keeping the teleport. It will probably end up like with Billy though, where for a week everyone will be happy and then he'll get nerfed. Multiple times. Which, given their track record of Freddy nerfs, is pretty scary.
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One step ahead of you. I didn't take it off either way.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824937#Comment_3824937
Im just going to mention one thing you said that is completely wrong. Killers were not stronger right after 6.1.0 the they are now. The general sentiment that I'v seen is that killer is at the easiest point in the history of the game right now and the opposite is true for survivor. Maybe back then in certain cases killers could be very annoying, with the 3 gens and such, but that is not the same as stronger. And I'm not going stop playing the game because I still enjoy it a lot of the time. If killers can whine and scream on the forums for more survivor nerfs when the game is already tilted in their favor, then I have the right to complain on behalf of the weaker side that just wants a more fair game.
Nothing is easier than holding a 3gen and kicking the crap out of them. It was nearly unbeatable, especially for solo survivors.
That is no longer possible. The general sentiment "killer is easier than ever" doesn't disappear even when a killer gets the Freddy treatment (R.I.P. Skull Merchant) because it's a copy paste argument that always works as long as nobody puts any thought into it.
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@No2Loser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823863#Comment_3823863
How do people use this perk? I used it once and I got a yellow flashbang, it makes it impossible for me to focus 9 times out of 10
I think you quoted the wrong post. WoO doesn't give you any items. 😅
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Welp, Chucky is gonna get nerfed. There is no way around it. The only question is, will they actually make him a more fun killer overall or will they slaughter him? I hope they'll increase the cooldown but bring back flicks. Oh, and maybe bring back scamper for vaults.
For Vecna I honestly have no clue. It's not like they can buff him that much without breaking him but he definitely doesn't need any nerfs.
Wesker is fine in my opinion. Maybe some of his addons could be touched.
Ghostface will get a buff. Or at least they'll try to buff him. If they mess with reveal mechanics this could end up as a major nerf where you reveal him when he's not even on your screen.
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@theonryo123 said:
Your
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825943#Comment_3825943
Just because it is overuse does not mean it should get nerfed. I think your one of those people who get mad that you lost the game and blame a perk for your losses and wants it to get nerfed. That is like saying pain res should get nerfed because it is specific type of meta like no.
The problem is not losing but that I can close my eyes because I already how the next 40 seconds will play out. WoO is used to make chases as uninteractive as possible.
If the cooldown came back, you would need to put some effort into it and maybe even play around a structure for once.
Pain Res was nerfed already, so that's really not the best example you could have made. Not to mention you actually have to do something for Pain Res to activate.
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I didn't play back then but I want the old animations back just for the nodding. The way their entire upper body would move when you were nodding, looked so goofy.
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My only problem with the dream world filter is that scratch marks blend in with the ground textures on some maps. I hope they'll do something about that.
His snares and pallets are terrible. Especially since they don't allow Freddy to have any kind of synergy with pallet perks (not nice, devs). He should have a different chase power.
I like the teleport too but something that doesn't sit right with me, is that a survivor wakes up when you hook them, which makes your cooldown take longer. So you nerf yourself for hooking people. I kind of like that for anti tunneling purposes but for the teleport not so much.
The best parts about Freddy right now are his animations (his hit animation is so satisfying) and his laugh. That should definitely stay.
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Overuse is a reason for a nerf. No perk should stay in the meta forever. WoO has been in there for long enough.
It's fine that it helps beginners but no perk should automate gameplay. If the cooldown came back, it would still do all the good things but you would actually need to pay some attention.
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@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825406#Comment_3825406
Im concerned for the portal buffs cause impossible totem builds on demogorgon are so atrocious when they use lifeguard whistle 100% uncounterable surveillance on their hex totem can't even cleanse the portal causeit still detect when going near it
I'd rather they rework the addon and buff Demo than keeping him in this state. Devourgorgon is pretty nasty but outside of such builds, he is quite terrible.
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@Yokoshimame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825024#Comment_3825024
Why? He takes 0 skill to play
His skill ceiling isn't very high but his power isn't that strong either. He's similar to Wraith in that regard. There is absolutely no reason to nerf Demo. On most loops his power is not very good because it either takes too long to charge up or the shape prevents it from being useful. Also, his shred is very predictable and even has a one button counter.
His mobility is also on the weaker side. Yes, you can teleport but only after setting up the portals, which takes time you usually don't have.
To top it off, Demo's addons are atrocious. He has like 3-4 good addons and the rest is terrible.
This killer needs a buff. Flat out.
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Am I dreaming?
We're actually living in a time where BHVR update Freddy again! What a time to be alive.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824852#Comment_3824852
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824890#Comment_3824890
What are you even talking about? You're just making random pronouncements. You said that Survivors just have to accept that they will lose because the game is designed for killer to be easier and survivors have to accept that. Well then you have to accept survivors won't stay in this worthless game. If you want to say nothing matters, statistics, circumstancial evidence, nothing, then go play a pve game. Otherwise accept that survivors are actual humans and don't care about how you try to justify an unfair game. Survivors aren't going to stay in the game just to massage your ego so you can pretend you're good at a game even though you're playing with rules rigged in your favor.
Putting words in my mouth, are we? I did not say that survivors have to accept that they will die. I simply explained why kill rates are not a good indicator for a killer's strength and that this has nothing to do with survivors giving up.
If that was the case, then we'd have seen way more disconnects and hook suicides right after 6.1.0 because that was when killers were at their strongest, considering that killers had a realistic way to hold the game hostage.
If you really don't want to play the game, then don't do it! Is that so hard? Don't threaten to do something but actually follow through. Don't start the game and don't queue up, if you are going to leave anyway.
You clearly don't like the game and the rest of your team as well as the killer don't like to play a game that is over because someone decided to rage quit.
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@Doxie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823936#Comment_3823936
So you're b$-+ hurt because you ran into one swf troll team? Like I've said so many times... Killer mains are a sensitive group that just won't be happy till they can roll every team in dbd
It's more that the killer already plays nice and doesn't do anything to ruin the survivors' game and yet is still ridiculed. This happens quite frequently, so it's not just "one swf troll team" either.
Survivors and killers alike create their own worst enemies by being dicks whenever their opponent isn't.
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@Aven_Fallen said:
It will certainly lower the average age of the playerbase.
I'm not that invested into FNAF. Is it really so popular with children? I figured since it's horror as well it would be marketed towards young adults, which is probably the average for DBD's playerbase too.
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@ratcoffee said:
@Xernoton thought you might find this thread interesting
Not really. Someone had a bunch of jerks back to back and has had enough, so they now direct their rage at the side that harassed them.
It's definitely not a good way to play the game (an eye for an eye makes the whole world blind), especially since you mostly hit the wrong people. But it's an emotional response to something that unfortunately happens in every online game.
@Prometheus1092, I hope you'll get some better matches soon but please try not to be a jerk towards people that just play the game. They might end up just like you, trying to get revenge, which breeds more salty killers and salty survivors.
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@Yoshirama said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824616#Comment_3824616
5 minutes, that means the slugged survivor is gonna die, then killer can find hatch, now one minute pass and boom, survivor is found and ready to go down.
So you wouldn't find the hatch in ONE ENTIRE MINUTE? Seems unlikely. Mind you, even if the killer finds you, you still have extra time to look for the hatch because they need to get to you and down you before you reach it.
But if that's your main concern, then how about it deactivates once there is only one survivor left?
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824673#Comment_3824673
Well thats fine but then I hope you dont complain about survivors "going next". (Im not saying you do, just hope youre not of the many on these forums that complain about it.)
Again, what I wrote and survivors "going next" have nothing to do with each other. Nothing at all.
Most of the time survivors rage quit whenever even the tiniest inconvenience occured. It doesn't matter whether they were about to win or lose because it's readily available and any game will have these moments of minor frustration.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824614#Comment_3824614
Well then thats a flaw with the game. Also killer dominates at every level not just with beginners. You cant deny that killer has gotten easier and survivor harder over the years.
You are missing the point. I explained that even with a killer that would be objectively too weak to be considered balanced an experienced killer could maintain a 60% kill rate.
Whether or not this is good design is a different debate. I'd be more than happy with 50% kill rates, if they can find a way to keep the killer experience pleasant. We had that before and 10+ minutes queue times for survivors weren't exactly rare. So it's safe to say that a lot of people didn't consider the killer role very fun back then.
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@Yoshirama said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823525#Comment_3823525
That’s gonna make slugging for 4K even worse lol
How? 5 minutes is longer than the bleedout timer. So even if you tried to slug one survivor and wait for this mechanic to activate, the other would easily find the hatch before that happens.
This has been brought up several times but nobody actually explained how they came to that conclusion. Please explain to me how a killer would use this for slugging for the 4k.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824477#Comment_3824477
You can do all the mental gymnastics you want but.killer is objectively easy mode in the game. The ability to "go next" on hook is the only reason survivor players dont just stop playing the game at least in solo que.
How is any of what I said mental gymnastics? Nothing I said can even be put up for debate. It's simply facts.
They could release a powerless killer with 4.4 m/s movement speed tomorrow and without perks I would still be able to achieve a 60% kill rate eventually because I would still dominate beginners without any issue whatsoever.
This is what happens when someone with thousands of hours of experience plays against people that have no clue about the game. Would such a killer be considered strong? Definitely not.