Avatar

Xernoton

Xernoton

About

Username
Xernoton
Joined
Visits
7,534
Last Active

Comments

  • It's the worst rework yet. The main building is still just as busted as before and some of the filler loops got even stronger.

    I would go as far to say that it only got worse.

  • My best guess is harassment. You could theoratically start checking whoever played in a SWF after every game and harass them for that but I'm grasping at straws here.

    I think the real reason is that they just don't care as much. To them it might not even be an issue. They have their data and that's what they trust in. And seeing as we have a MMR system and almost half of all survivors supposedly play in a SWF, it would make sense that the statistical difference is negligable.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609325#Comment_3609325

    They literally made a Onryo into a killing machine. Legion is stronger and skull merchant is arguably even worse to go against.

    only case is Billy but he’s still strong and Freddy cause he sucks

    They made Onryo stronger but also less fun. Thinking back to the PTB feedback, there was a massive amount of players who weren't happy with this rework. Players that actually played her before. Funnily enough, the one argument in favor of the rework (no more slugging for condemned) is pretty much invalid with how many Sadakos play now. In all the games I've played against her since the rework, slugging has been a vital part of the match.

    Billy is in a very bad spot, honestly. Most of his weaknesses are associated with his infamous nerf but it's more than that. The meta changes and the flow of time haven't treated him well. Billy worked because maps had way less clutter on them, loop shapes were more in line with his strengths, survivors overall played worse (now even the worst survivor will try and dodge his chainsaw) and he had addons that made him work despite all his weaknesses. As terrible as his insta saw was, it still helped him to account for all of his weaknesses in one way or another.

    Now Billy has a million weaknesses, that all require one or two addons or perks to fix. But then you still have all the other weaknesses you couldn't accomodate for. Think about it. His base speed is too low to curve most loops effectively (fixed with Engravings), many loops are more circular or square shaped than proper rectangles with long and short sides (Tuned Carburettor), his FOV is terrible and you see almost nothing (perk slot for Shadowborn), his chainsaw is so loud that you better turn down your volume (Off-Brand Motor Oil), his collisions around many objects are terrible (Heavy Clutch), he has a weakness against pre drops (Lo-Pro Chains), he can't play around windows very well (Bamboozle), his mobility on many maps is very restricted due to all the random clutter (either Dad's Boots, Spiked Boots or both) and bumping is immensely punishing (Low Kickback Chains or Steel Toe Boots).

    He is a bit like Myers. A relic of a very different game. A killer that hasn't changed with the game and now carries the consequences of BHVR's negligence.

  • There are some new ones I prefer but I mostly agree. The old portraits looked better overall.

  • @[Deleted User] said:

    Laurie- P31

    Nurse- P22

    Freddy- P16

    Nea/Claudette- P15

    Billy- P15

    I think I'm going to go P100 Freddy first. My goals are beyond the understanding of mere mortals.

    I was thinking of doing that too now that I'm done with Billy. Something tells me, survivors expect everything but the P100 perkless pallet Freddy.

  • Then it sounds like you're doing the right thing for you, which is not playing killer. Your mental health is way more important than playing some random video game.

    Depending on how bad it is, you could try to play less competitive (who cares, if you don't kill 4 people as long as you have fun?) and deactivate the end game chat. Also, something I recommend to every killer player, who struggles with this, is to avoid going to open exit gates. The survivors might be busy showing off their butt dancing moves and trying to ridicule you but as long as you aren't there, they're just making fools of themselves. Plus, there might still be a few pallets and breakable walls up, that you can destoy for extra BP.

    Ultimately, do what's right for you. If that means not playing killer, then that's fine. It's just a game and games are meant to be fun. When you're not having fun, then there is no reason to play the game.

  • You can't be a Twins main. I refuse to believe, I live in a world where anyone would truly main Twins.

  • If I can't find you, then I can't chase you. So I will chase whoever I can find. It's that simple.

  • I have yet to see anyone walking with a speed of 4.6 m/s and not stand out in a crowd. Only one call to 911 and they'll come get rid of whoever that is. After that I'm pretty sure I could hide from them.

  • @HugTechLover said:

    The “win streaks” don’t carry much weight to me, after seeing the winstreak style of gameplay.

    Congratulations, you hard tunneled and slugged at 5 gens using all slowdown in pub matches. More than half the games have people just immediately give up and go next.

    Not impressed. Without that style of gameplay, regardless of the killer, the streaks would be nowhere near as high.

    Don't forget, these are also people that have pretty much perfected their play style. An unprepared solo group will not stand a chance against these killers. Put them in a tournament setting though with the survivors knowing who they play against and suddenly this looks a lot different.

  • They increase the wiggle strength in so far that the killer's movement is affected further. They sway more to the left and right than if you were to hit normal skill checks. 99% is just short of 100%. It's not a bug but the system working just as intended. You are not supposed to escape before the bar is full.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612180#Comment_3612180

    I like it best in sabo builds. Take a hit at hook, sabotage, then get hit again. That survivor is then guaranteed to escape. After that you only need one more protection hit, meaning you can guarantee the perk activates next time you pull this trick, and get away without even going down.

    How do I take two hits without down?

    You'll need some source of Endurance. DH and a Styptic Agent could do it. You'd need Saboteur as a perk and hope that all will work out somehow. Buckle Up + For The People can also work.

    This is all not very reliable though.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612328#Comment_3612328

    Let's be real. Killers wanted nerfs for medkits and CoH but both of them made survivors leave gens which was free slowdown for killers.

    But yeah, devs are doing some terrible decisions. They need to make side objectives worthful for survivors, if survivors have no reason to leave gens ofcourse games will be so fast.

    You mean the medkits that allowed survivors to heal themselves in less than 10 seconds multiple times per match and CoH, that allowed for infinite and fast self-heals? I wonder why killers weren't happy with these. Maybe it was because health states should matter somehow. But when survivors can heal themselves so quick, there is no way to create pressure other than by hooking, which again makes it way harder for the killer to get survivors off gens and slow the game.

    Now medkits are useless compared to what else survivors can bring into the match even though they are still decent. Healing yourself in a timely manner is always strong. It's just that both sides have things so much stronger than the rest, that everything else looks terribly weak in comparison.

  • More: Billy, Bubba, Demo, Singularity, Twins.

    Less: Wraith, Slog Merchant and Spirit.

  • Well, this used to be a thing:

    Download (1).jpg

    Not sure if it counts.


    Seriously though, this 3rd way to escape was just a rumor. If there was a way, hackers would have found it.

  • P100 Hillbilly.

    P16 Bubba.

    P11 Doctor.

    P11 Ace.

    P10 Feng.

  • I don't like the idea of base kit perks. But if I had to pick something, I'd say that the killer should briefly see the aura of one survivor with the least hook stages every time they hook someone. This would serve as an incentive not to tunnel.

  • I'm not sure I get what you mean. Do you want us to guess how well you play as a survivor against these killers, or as these killers? Some clarifications would help.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611631#Comment_3611631

    Oh yeah, lemme just get my whole Solo Q team on comms to counter the Killer trying to make sure I don't get anything done after my first hook.

    It's hard to do in a SWF, it's nearly impossible in Solo. If the Killer decides that they want to play hard, there's nothing you can do. Especially not with how oppressive a lot of the chase powers are.

    For example, I just had a Chucky on The Game. He brought us there. This is my first Survivor match in a long time. I go down before a gen pops. PR and PGTW make sure no gens pop. I get unhooked and hit off of hook. I run to a pallet and now I have to get a stun or I die and even if I do get a stun, I don't make distance because he has Enduring.

    You of all people should know how weak a killer's early game is. Survivors spread out (even in solo queue) and begin progressing their objective. The killer takes a bit of time to traverse the map and find someone in about 10-15 seconds (assuming spawns are reliable and they find someone with no trouble) on a reasonably tall map. Now the chase begins and the survivor has an entire map to work with. This is no problem for Nurse (because she doesn't follow the game's rules) or maybe even Blight (so oppressive in every aspect he gets through). But on your average killer, you will not get a free down.

    The killer will always try to make sure someone is unable to progress their objective. That's what happens when they chase a survivor. Any survivor for that matter. Or when they hook someone. I do not like that it comes down to tunneling more often than not. But seeing how fast games are over in the current meta, I am not surprised. Survivors have 4 perks each, that work especially well when a killer doesn't tunnel (more chances to use them) and no anti tunnel perks at all. When DS + BT were still meta, you could ignore some perks throughout the match, if you didn't tunnel. That is no longer the case. Now you ignore some perks when you do tunnel someone out.

    Oppressive chase powers are a necessary evil with BHVR's map design. Even after 7 years they still haven't figure out how to design maps properly. Just look at their latest map rework. What a waste of resources. They switched some loops with different versions, left the main building almost exactly the way it was and didn't have a look at the spawns of maze tiles and interconnecting pallets. A killer without a strong chase power can be run for multiple gens with little trouble. There are loops where a killer cannot get a hit even in bloodlust tier 3, if you decide to stay at the pallet. They have to break it, lose bloodlust and catch up to you again. Only for the whole thing to repeat itself.

    Your example with Chucky only shows me what poor map design and oppressive chase powers can do when combined. He is very good at playing around regularly shaped loops (rectangles) Especially when these loops are very large. So he gets hits pretty much anywhere. That's not what I would like to see either. But it is what happens when you only work with band aid fixes. Eventually you create situations where it's the wrong band aid for the wrong wound and everything only gets way worse. But I don't get how you make no distance after stunning the killer. To get around these god pallets after a stun, it takes quite a bit of extra time (very few exceptions). His Hidey-Ho Mode ends when you stun him, so he can't vault the pallet either.

    @okaayletsgoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611631#Comment_3611631

    If that's how all your matches get then

    1. You are playing bad or in the wrong MMR

    2. You chose poor perk combos

    3. You lost to better player's which is supposed to happen 50%-60% of the time otherwise there's no point to playing survivor if you always lose.

    If you take that long to find survivors in early game then you gotta play more and recognize spawn points for easy early game pressure. If your excuse is "those strats work well" then killer mains can't complain that survivors do gens because that start also works well. Survivors don't just wanna sit on gens though it's boring for us, we want another objective or a new way to interact we just don't have one so it's either aimlessly walk around or so gens.

    1) Considering that I got into this MMR without tunneling or getting myself carried by anything ridiculously strong, that is unlikely. I still win a good amount of my matches but I get outpaced easily. There is only so much I can do to keep up with the pace. At some point I would need to rely on a stronger loadout. My first hook will almost never happen before the first gen pops. It's even more scarry when you don't lose a gen right off the bat, though. Because then you lose 3 gens only mere seconds later.

    2) No doubt about that. But mind you, I always play with pretty weak builds and the survivors I play against aren't the highest level survivors either. They just use stuff that is so much stronger than what I have, that I cannot keep up.

    3) You know that the devs try to balance around the idea of a 60% kill rate, right? If I lost 60% of my matches, I would do something terribly wrong. My MMR would also drop, which should get me easier matches eventually, right? So that math doesn't work. A 50% win rate is about what would need to happen for a player's MMR to stagnate, so that is more realistic.

    I know spawns. Well, mostly. I will say, that I still get confused about the spawns on Haddonfield and Midwich. Mostly because they are very inconsistent. The rule of thumb to go to whichever gen is the most distant from you doesn't work very well on these maps and there are a lot of possibilities where survivors could spawn relative to your own position. This can also become an issue when the killer spawns in the middle of the map. You have to guess and if you are wrong, then you easily lose more than 10 seconds to begin a chase. Regardless, even if I had Lethal Pursuer in every match I couldn't ensure to begin a chase in less than 10 seconds. Because I don't spawn right next to a survivor. If you do, then something isn't right. Most killers do not have any mobility when the game starts, so traversing the map takes time.

    I don't know who complains about survivors doing their objective. It's the logical thing to do. You have no reason to sit idly twiddling your thumbs on either side. And working on gens and ignoring every other possible thing to do, does work well. Which is why that happens in most matches. But what happens when one side plays efficient and the other doesn't? Gen rush and tunneling often force their respective other (otherwise one side plays a lot better than the other, which means MMR doesn't work very well). I don't like that. Not at all. I hate tunneling just as much as I hate gen rushing. Both make the game boring because they cut the interactive part of the match of a match down to a minimum. However, I also understand that survivors, who regularly get tunneled will focus on doing gens as fast as possible and that killers who get gen rushed regularly will focus on killing someone early.

    I don't defend tunneling. I explain why it happens. Which is what you implied not to know. But cutting tunneling out of the equation with whatever base kit solution you can come up with (something I've seen suggested many times), is not going to end well. Because then you still have gen rushing in there and you dumb down an important part of the killer role. Decision making. If I can't play in whatever way I like because the game pushes me towards whatever survivors like, then I'll naturally feel like I have no agency and will stop playing completely. I decide not to tunnel. But it's good to know I have the option. Making a choice is more interesting than having no choice to begin with even if it ends up with the same results.

    Survivors don't just wanna sit on gens though it's boring for us, we want another objective or a new way to interact we just don't have one so it's either aimlessly walk around or so gens.

    This is partially wrong. We have seen what happens when killers have any meaningful side objectives in their kits. Survivors never like to play against them. Pig, Sadako, Singularity and Pinhead come to mind. These are killers that buy themselves some more time by giving survivors something more to do than gens.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611656#Comment_3611656

    My questions aren't really for you per se. I'm trying to give helpful tips to anyone who would be reading the thread and struggling.

    Most of those suggestions are completely mind blowing for many of the players on this forum because, as you seem to agree, the fact that people aren't trying to improve is probably the biggest issue plaguing the game, and there's no real good solution for that either.

    I get that. But most of these things are so basic that you can assume a killer will do that in their sleep.

    The problem is that many players know the basics, but have no clue about any of the intricacies of the killer's power. For example, it's not hard to play Bubba, walk up to a survivor and hit them with the chainsaw in a dead zone. But actually playing around loops takes a lot more practice than that. You'll need to account for hitboxes, know the timing of the charges, mind game and run loop right all at the same time. Something else that I've seen of in many players is the understanding of the game's 1v4 aspect. You can be pretty terrible in chase as a survivor and still win. Just as you can sometimes lose 3 gens for nothing and still come back. This is also something that I noticed with Otzdarva. He is not always the best with each killer in the 1v1 (only natural when you don't focus on a single killer) but his 1v4 is on point and allows him to come back when it looks like he should lose.

    You'd also be surprised by the amount of survivors that dodge a Hillbilly's chainsaw but then stun him in his recovery. Mind boggling. You waste a pallet and give him a faster recovery.

    The actual point of this thread was a discussion about gen speeds and the overall pace of the game. Gen speeds are not the issue per se. But the relatively unsafe killer meta (slowdown only works when you get hooks) and the current survivor meta (no defensive perks, pure efficiency) at the same time lead to match times that are overall way too short for my liking. You feel that especially when survivors play a bit safe. They don't need to loop. Pre dropping will do the job just fine. At the same time you have many killers, that tunnel by default because it works. It's more efficient than going for many hooks and there is nothing to stop them. Nobody runs DS or OTR these days. Both of these play styles allow one side to speed up the game drastically, which then forces the other to follow suit.

    The ideal meta would be a mix of efficiency and slow down / second chance / chase perks for both sides.

  • Not all games are for everyone. If you're not having fun, then that's ok. Maybe a different game would be more to your liking.

    I also don't understand how getting tunneled would be boring. I mean, there is some weird guy behind you that's trying to brutally murder you by slapping you on a meat hook. If that is boring, then I guess this really isn't your game.

  • You are not supposed to fall asleep while doing gens.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611209#Comment_3611209

    You don't pressure gens. You're the killer, not the saboteur, and gens aren't your objective. Survivors are the objective. You pressure survivors, not gens.

    And I know this is just a snarky comment on your part, but in case you or anyone else reading this actually wants to know, you pressure survivors by staying in chase, and closing chases quickly.

    Staying in chase you can use perks like BBQ, lethal, or another info perk of choice. If you have no information you are wasting time going the wrong way.

    Closing out chases quickly is mostly a game sense and experience issue. There are guides for pretty much all of these:

    • Are you mind gaming the appropriate loops?
    • Are you breaking pallets from the correct side to pressure survivors into dead zones (ie giving them a zone wall side or letting them run into the map)?
    • Are you familiar with which loops are 'weak' or 'strong' so you can only break the pallets you actually need to break?
    • Do you know which breakable walls are helpful or even mandatory to break early? And which ones to avoid breaking as much as possible? (Dead dawg and Midwitch)
    • Are you zoning in general, or just blindly following the survivor in chase?
    • Are you looping tightly or taking very wide corners?
    • Are you giving them 2.7 seconds of head start for no reason by kicking gens mid chase? (Or even weak/loopable pallets mid chase)
    • And most importantly, are you actually trying to get better at chase, or are you just throwing up your hands and blaming the flavor of the month perk for your problems instead of trying to improve?

    I know how to pressure survivors. But the comment "jUsT PResSurE gEnS" has persisted for years. It does not work that way. There is no easy way to slow the game. The only way to stall is to either play for a 3 gen, which is getting nerfed (good thing but still) or play like normal. That however requires you to play against the survivors and if they aren't bad (or at least do the bare minimum) you are in a tough spot.

    Gens don't slow down just because you walk around the map. They don't slow down much even when you chase a survivor. 3 survivors still easily outpace you. Hell, one survivor on gens almost outpaces you, if the others are at least somewhat capable.

    Now to your suggestions:

    Are you mind gaming the appropriate loops?

    This is impossible to answer because on one hand, every survivor might fall for different mind games around different loops and on the other hand, you don't get to mind game anyway when the survivor pre drops and makes distance, which is a very popular play style.

    Are you breaking pallets from the correct side?

    Doesn't matter for most pallets because there are only very few secluded loops. Most connect into at least 2 more on either side. On the ones, that do matter; of course. That is one of the first things you learn as a killer.

    Are you familiar with which loops are 'weak' or 'strong' so you can only break the pallets that you need to break?

    Again, if the survivor pre drops and maintains distance, it doesn't matter at all, which pallets are weak or strong (as long as they aren't Ormond table level of pallets). Most pallets, you need to break anyway. Even if you can get a hit around a loop in 10 seconds, that is still too much time. It's better to break the pallet after you get the hit / down and then move on, so nobody else can use it. Otherwise you will never create dead zones, which overall doesn't help you speed up chases and puts you in a losing position.

    Do you know which breakable walls are helpful or even mandatory to break early? And which ones to avoid breaking as much as possible?

    Easy. 90% of them are no brainers and not situational at all. You always know, if you want to break them or not. That is pretty easy to know. The exception are the 2 breakable walls on the second floor of Dead Dawg's main building that open an actual infinite. That can happen to very inexperienced killers. But only once. Because they will remember that.

    Are you zoning in general, or just blindly following the survivor in chase?

    Pre drop + Shift + W is quite hard to zone. There are no shortcuts for a straight line, as long as you don't sudddenly use a different field to build the room upon, which I'm pretty sure would be considered cheating. 😜 I mean, you'd literally teleport, if you were to use a finite field.

    Apart from that, it's one of the first things you need to learn as a killer, so chances are most of us know how to do that. Maybe not the Nurse only players but the rest of us need to follow the rules of this game.

    Are you looping tightly or taking very wide corners?

    Again, something you need to learn when you start out playing. Otherwise, you'll have trouble catching anyone.

    Are you giving them 2.7 seconds of head start in chase?

    Yes. Definitely. I always do that. Because 10.8 metres only take take 18 seconds for me to catch up. No big deal and you definitely don't get across the entire map. Come on, this is basic killer knowledge. It's as if you were asking, if survivors stand still until the killer gets the first on them.

    And most importantly, are you actually trying to get better at chase, or are you just throwing up your hands and blaming the flavor of the month perk for your problems instead?

    Finally, a valid question. I cannot speak for everyone but I try to improve in chase but I also know that there are things you do not counter with skill. Shift + W and pre drops cannot be countered by mind games or a triple spinning backflip over the main building as much as I'd like that. You just run after them until you finally catch up, which often takes too long for me to commit to the chase.

    So I end up switching targets a lot and try to apply pressure until something has to give. It works for the most part but when the gens are done in less than 5 minutes, then you don't have much of a chance to win by hooks. Even if you are the most cracked killer in the world, getting 12 hooks in 5 minutes is not realistic.

    It is true though, that some people (on both sides) will always find a perk, killer, addon, item, map or whatever else to blame their own mistakes on, which greatly holds them back.

  • Ok. I'll keep that in mind.

    So I start a chase after walking across the map for about 10 seconds, then switch after 30 seconds (that's about the time it takes to realise, that It's taking too long) and then go for the next chase, which takes just as long. The first 3 gens usually pop around the 90 seconds mark and I still don't have a down. Now I realise I can't commit to the second chase either because it takes just as long, so I switch targets again. So in the time it took the survivors to finish 55% of their objective, I haven't made any progress at all and the map still has almost all its resources.

    Do you see the problem? The killer's early game is always bad because they haven't applied any pressure yet and survivors still have all their resources. But if the killer can't get a down, then they don't build up any pressure and the survivors continue to progress unchallenged.

    Also, tunneling and slugging are the most effective they have been in years because nobody tries to counter them and they can turn around these matches. The killer will not just give up because you pre dropped 5 pallets in the first chase. They will more than likely try to turn the match around and the big 3 of DBD (tunneling, slugging, camping) are always available.

  • @Beatricks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611539#Comment_3611539

    I tried to take into account as many variables as humanly possible to judge how likely it was that the other side could have won if things played out just a little differently.

    Did the Killer have short or long chases? Did he tunnel, camp, slug or 3 gen? What was his perk and addon loadout? How efficient were my teammates on gens? How often did they drop shack pallet at 5 gens left against an M1 killer without being injured? Obviously, this is all very subjective and hard to judge, but I couldn't think of a system to score the matches on a more objective standpoint. Keeping track of hooks is basically a proxy to that. A killer getting 8 hooks without tunneling and slowdown performed better than a killer who tunneled one survivor and couldn't even get 3 hooks. If anyone has any ideas for an accurate system for the future I'm all ears!

    That's good to hear. I remember your post about what we considered a balanced match and it was definitely thought provoking. It's not always easy to tell, how balanced the match was just by how many gens were done / hooks were scored.

  • @BubMickey07 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611345#Comment_3611345

    For the first question he hit the locker like I was fully in there for over a second

    For the second question he wasn't reving his saw

    For the third question I was able to move for a spilt second before he grabbed me so I don't see how that's fair that he has bad connection yet I'm punished for it

    (Incase it comes if this way This reply wasn't meant to be rude)

    1) That's not quite what I meant. What you see and what actually happens can be 2 very things. As soon as latency comes into play, it is possible that the killer still actually hit you. On your screen, they hit the locker (but did he actually get the animation and sound for hitting an obstacle?) but on their own, they clearly hit you while you were still entering the locker. This is always a likelier explanation than hacks. There is no hard limit to the time that latency can bridge in that regard.

    2) There are still more perks than BBQ that could have given away your position. Maybe it was even a crow?

    3) You being able to move for a split second doesn't tell a whole lot to be honest. If the killer's latency was bad enough, they still saw you clearly in the locker. The game favors the killer when it comes to latency, which is understandable to a degree because they can only play around your after image (what they see does not quite equal what you see). Unfortunately this can also cause situations like these.

  • Interesting results.

    Could you go into more detail on how you rated each of these matches? It's kind of hard to tell how balanced a match is, if you're not using some specific norm (in form of a list of criteria).

  • Did he actually hit the locker, or did he hit you? Did you hear him hit the locker and did he have the animation for that? This could still be latency. When one side has a very bad ping for only a short time the weirdest things can happen.

    The second thing is hard to tell without video footage and knowing the killer's perks. There are more ways than just BBQ to find a survivor. He also has an addon that gives him aura vision in a short range around him while revving, so that might be it.

    The third moment sounds like a very bad case of latency again.

  • @humanbeing1704 said:

    Honestly I only play Freddy because his weapon animations look cool

    Me too. I like how he wiggles his fingers. Looks even better with STBFL. On some maps his dream pallet looks great too.

  • I don't care about a DBD 2. I want this game to work a bit better. There are still countless issues that only seem to get worse as more content is added. Might be time to make some ongoing adjustments to the spaghetti code, if possible.

    I am not that deep into coding, so I don't know how much time, money and effort it would take to sort through this mess or if it would be feasible at all.

  • In the last survivor games I played, I escaped a bit more than 60% of the time (all gates) and the matches we lost were almost always because we ended up in a 3 gen. A 3 gen that the killer didn't defend from the start be we rushed ourselves into. 1 was a pretty damn good Huntress with Pain Res and Deadlock, who got someone hooked in the basement.

    Now, those killers weren't top tier players but we weren't either and I am still pretty bad at looping. We somehow managed to outpace the killer nearly every match though. I only brought one med kit and I used some off meta builds (even got 3 adepts).

    The sample size wasn't large though, so I'll only say that it felt pretty good. With more games this might change.


    Edit: Someone please let me in on how to pressure gens! In over 2.4k hours I have never met a gen I could pressure (one time I even kicked the same gen over and over again the entire match). These things really have nerfs of steel.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611182#Comment_3611182

    That is... odd. I play on Grim Pantry a lot because Swamp is the only map in the game that I still enjoy, and I can see in there just fine.

    Ah, I see. I don't know if the lore would fit or not, but the map has potential, that I have to say.

    I don't know, if it was a bug but on the first floors of both buildings, I could not see a thing. Even with the most optimal lighting it was still an eye strain to see something. I took screenshots at the time and reported it as a bug just in case. I haven't played him on Grim Pantry since. Maybe I should test it again.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611151#Comment_3611151

    Why does everybody say blights addons are too strong? I read them yesterday and for me they were meh. I only use the iri one to distroy pallets and one other, for me that one is the most important.

    Then, I'm sorry to say that you lack an understanding of Blight's power.

    C33 makes Blight super easy to stomp in most public games with. Alch Ring is probably the strongest addon in the game all things considered (Tombstone Piece is still a Myers addon, so it doesn't reach that level). Adrenaline Vial gives you 2 more rushes, grants you faster recovery and makes you faster. Iri Tag is disgustingly overpowered in the right hands.

    For a killer that even without addons is already top tier, this is too much. You could argue that the double speed addons are also too much because they make him so fast that you can guarantee hits in many situations. A good Blight is a monster even without addons. But a good Blight with addons (almost any of them) is pretty much unstoppable for everyone but the highest MMR survivors.

    @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611170#Comment_3611170

    Get used to seeing those perks? Gamer, they’ve been in every single game since 1982. It’s past that.

    Damn, now I feel old. 40 years older to be precise. Good job. Time really flies, huh?

  • Pig: Workshop Grease and Combat Straps.

    Hillbilly: Death Engravings (at least partially), Off-Brand Motor Oil (or you play with normal sound and go deaf) and Heavy Clutch (if they don't change his collisions), arguably Dad's Boots (otherwise your mobility isn't really good on most maps).

    Freddy: Red Paintbrush (no-brainer).

    Doctor: Mouldy Electrode.

    Twins: Toy Sword.

    Knight: Map of the Realm.

    Bubba: Chilli.

    Deathslinger: Modified Ammo Belt.

    Clown: Sticky Soda Bottle.

    Dredge: Haddie's Calendar.

    Myers: Memorial Flower.

    Singularity: Soma Family Photo (at least partially).

    Trapper: Trapper Gloves and Wax Brick.


    That makes 13 out of 34 killers, that need some addon base kit. More than a third of all killers. It's pretty terrible that it got so far, if you think about it.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611169#Comment_3611169

    If that was a thing, I'll tell ya: I would never see the regular mode again.

    I respect people who enjoy the new maps, of course, as everyone is entitled to their own opinions, but I don't like that I lost the maps I loved. Except Swamp, and when Swamp gets changed I'll have officially lost every map that I enjoyed. I desperately want a classic pack at this point. I need it.

    Or they could let us choose between new maps and older ones. The game actually supports people playing in the same map with different lighting. That could potentially give me a disadvantage, but I couldn't care less: I would enjoy the old maps again, and that is what matters.

    EDIT: i don't actually know anything about Bioshock, tbh. Never played it.

    My only issue with swamp is that I cannot play Freddy on Grim Pantry. I am all for dark maps but I draw the line at pitch black and last time I played Freddy there, it was pitch black in the main building and the other hut (or whatever that is). I literally could not see where I was going.

    featured_bioshock.jpg

    Rapture is a city deep under the surface of the North Atlantic Ocean. You don't need to know a whole lot about Bioshock but just think about how it could look like. Almost no light. Water everywhere around you. And the map is made of glass corridors and rooms with wood paneling, that are connected with thick metal doors. During Bioshock 1 and 2 Rapture is already in decline. You see rubbish everywhere and some leaks here and there with a few areas completely destroyed. I think, this would really fit in with the game.

    Someone made a custom lobby theme for a potential Bioshock chapter and it sounds amazing. Deeply depressing and mournful but also beautiful and somewhat soothing.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611160#Comment_3611160

    Hahaha, I see the videos I shared have worked their magic, eh? Trust me, I know the feeling.

    It is very unfortunate that you weren't here for old Autohaven Wreckers. As I said on another thread, you appreciate the horror atmosphere the old maps had. You would have loved to play on them, I'm certain of it.

    And yes, that is another feeling I know all too well. Many people do not share this love that I have for the Old DBD, but hell I enjoyed that game. I'm telling ya, my friend, BHVR really should release a classic pack for us. There is no reason not to.

    Maybe they could do that for a second game mode. That might be a quite easy to do actually. They probably still have the old files somewhere, so they would only need to upload them again, make some small adjustments (ensure newer killer powers work etc.), bind it into a new game mode and that should be about it.

    I understand that many players enjoy the current graphics more because let's be honest the overall texture quality is way better than it used to be. But with the improvements they made, they also changed the color scheme a lot. Which is quite sad because this really looked unique. I wouldn't be surprised to find today's maps in other games, if it wasn't for the random pallets everywhere.

    This is one of the reasons I want to see a Bioshock chapter one day. Rapture has so much potential for a great map. Imagine, being thousands of feet unter the surface, no way to escape but through those damn exit gates. Everywhere you go there are broken lights, some barely working others shut off completely. Through the glass corridors you see a shape in the distance but you keep on working on the gen because you know, that your team needs you. You finish the gen, leave the room and see as it shuts closed behind you, filling with water. Whatever was in there, it's gone now. You keep on walking through the corridors and BAM! You got hit by a hatchet, knive, chainsaw, cane, club, mace, hand or whatever.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611145#Comment_3611145

    Franklin's Demise and Knock Out used to work on special attacks, not just M1.

    Old DBD graphics! 😍

    I am overcome with so much nostalgia even though I never got to experience the old Autohaven Wreckers. Still this takes me back to the days I actually considered this game scarry or atmospheric.

    What I wouldn't give to play that game again...

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611145#Comment_3611145

    Franklin's Demise and Knock Out used to work on special attacks, not just M1.

    Ok, then it would make sense. I didn't know that. Thank you.

    But there are quite a few instances of killers that don't use their own perks very well. So I doubt, they still follow that philosophy, if they ever did.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611131#Comment_3611131

    Doesn’t mean it’s not stale. I’m just ready for another shakeup.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611132#Comment_3611132

    Nah you must have me confused with @Xernoton

    He’s the sweaty one.

    How dare you?! Just because I wash my hands in innocent baby Dwights, meticulously cut up with the chainsaw, doesn't mean I'm sweaty. Bloody maybe. But not sweaty. Then again, I did play Alch Ring + C33 Blight the other day... It was liberating.

    @pale_hispanic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611130#Comment_3611130

    i thought you werethe forums pubstobbing blight player?? 😭

    *Speaks in hushed voice* Don't let him fool you. He is trying to do to you what he did with the devs, when he convinced them that Blight's addons are fine. I hired a private investigator to keep an eye on him and he found this:

    Download.jpg


  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610893#Comment_3610893

    His perks didn't change but his power did before his rework he more then likely was an end game killer I say was since a it was a while ago and I thought holding down the power button made survivors go to sleep faster in reality I don't think it did.

    Still, if the perks were meant to define the killer in that way, wouldn't they try to keep that in mind when reworking a killer too?

    Another example of a killer whose own perks aren't good on him and therefore don't tell you how he is meant to be played is Bubba (Leatherface). Franklin's Demise and Knockout are both M1 perks. Playing Bubba effectively means to M1 as little as possible. BBQ, while not a bad perk on him also isn't that amazing on him. He has no mobility after all and walking 40 metres is more of a time than he can spare many times. I know he had a rework too but honestly those perks weren't good on him before that either.

  • @SirXenomorph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610903#Comment_3610903

    As they said, you are more than a monster. So as long as you are sorry for that it is all fine. We all make mistakes. Just be one who is killing with kindness, especially in the christmas time and all will be fine.

    The entity is with you I am sure.

    I usually kill with a chainsaw but maybe it can be a very gentle and kind chainsaw. Thank you, friend.

  • Can I still put survivors on meat hooks after this? I feel like I'm going through an existential crisis here. I always did the entity's bidding and though I did not enjoy it, I killed in her name. The entity forced me!

    But maybe... Just maybe... Was it actually me? Was it really the entity who forced me, or was it just an excuse for me to kill without remorse? Have I enjoyed chainsawing all those 9k survivors?

    Now I feel horrible. Just in time for christmas. Thanks.

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610461#Comment_3610461

    If you look at her original perks aka the thing that shows what kind of role the character has two out of three work when in chase the other outside of chase to apply pressure. She is a chase killer. Her drones are ment to shut down loops just like Knights gaurds they shut down loops.

    Judging by that, wouldn't Freddy be an end game killer? That doesn't really work though because he literally loses his entire power against anyone with Adrenaline. No more teleports and Adrenaline wakes you up, so snares / dream pallets don't work either.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610833#Comment_3610833

    Get rid of the whip, place more zombies on the map. If a survivor is hit by the Nemesis or a zombie they are infected, but can continuously create vaccines with a time investment. Each pallet stun increases its infection rate because just like in RE the more it’s damaged, the further it mutates. At tier 3 (after three stuns) it transforms into Nemesis T-2 and plays functionally like Xenomorph (minus the tunnels). It cannot transform back into T-type/origin form. It has permanent haste in this form (5%) but has a pallet stun duration twice as long. Any attacks in this form makes a survivor sick.

    Allegedly, the game can barely handle 2 zombies. Anything more than that and we might have an issue on the technical side of things.

    The idea of Nemesis mutating with pallet stuns sounds nice, but would it be the only way for him to mutate? Because if so, he would never leave tier 1. Survivors don't need to stun you after all. They would simply pre drop pallets and counter this part of his power. Which would leave him powerless.

    The idea of permanent haste never works. Let's not do that. It would make him incredibly boring to play against and straight up remove any chance of counterplay once he reaches tier 3 with the right build. It could also encourage pallet camping depending on how exactly his anti loop would work.

    Also, if we're getting rid of the whip, then what does the infection actually do?

    Yeah. That's the only thing I could imagine that wouldn't look stupid. But it would feel extremely dumb. So I am not blaming them for not doing something like that.

  • Sure, they could do more with him. But let's be honest, a rocket launcher or flamethrower? How would you implement something like that? Imagine, if he were to use a rocket launcher on a Feng Min and all that happens is that she loses a health state. Same with a flamethrower. In order for that not to look ridiculous, you'd need to have that as an insta kill mechanic and judging by Tombstone Piece, I don't think many players will like that.

    Punching holes into walls, while fun in theory, would have a similar issue. Who decides which walls you can break through? Make it any wall, and no window on the map can delay him anymore. Make it only breakable walls and this becomes useless because you won't break most of them anyway.

    It would be nice to see something more for Nemi, but unless someone actually has an idea how to do it without it either overpowered or useless, I can't say I blame them for not going there.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610659#Comment_3610659

    Both of these are needed. The AFC mechanic doesn't do it's if a survivor and the killer are both standing at the hook, to prevent abuse cases. So if the killer just follows the rescuer to the hook and proceeds to attempt a hook grab, AFC isn't going to allow the save because the survivor is in proximity, and the hook grab could still instantly deny the save.

    This would basically be a work around to the AFC mechanic for the killer by just guaranteeing a survivor is by the hook to stop progression. In other words, abusing the system to bypass the entire point of the system.

    As a side note, it's always hilarious to me that hook grabs are such a seemingly hot topic. Apparently 'just wait it out' doesn't apply if it's beneficial to the killer.

    But that is not camping, is it? Whoever lured the killer back to the hook with them, made a bad mistake. A mistake that deserves to be punished not safeguarded by the game. There is no possible way anymore to prevent an unhook, which is ridiculous because survivors can basically do whatever they want around hooks now and the worst that could happen is an exchange.

    You can't grab them, you can't interrupt the unhook and you have little change to down them before they get the unhook. All of these 3 are in place and 2 of them work against the killer when a survivor plays reckless. That is the opposite of what should happen. Mistakes should matter. But in this situation they don't.

    A killer can never guarantee that a survivor runs towards the hook. And if they happen to see you going for the unhook, then you made a mistake. You should play more careful than that. If the killer chases you around the hook, then they are no longer face camping. That is not bypassing the system. That is the system working as it should.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610317#Comment_3610317

    Like i said, we had those situations already before multible times. One starts, a few are going to join, many will follow and BHVR will react.

    Maybe at some point in a distant future and a very different game. Probably around the time we end up nerfing Grim Embrace.

    Unless anything drastic changes, I sincerely doubt it. SB and Lithe aren't problems. You can play around them and they have strong but fair effects. Will a killer ever be happy to see an exhaustion perk? No. That's kind of the point. But the same could be said for survivors with any regression perk. Perks are there to make the game harder for the other side and as long as we don't go back to old DH pick rates (which was so bad it ended up defining the game), BHVR will remember that.

  • If you can't hear it, why don't you use the visual TR feature? That should do it.

  • Not so much. I always keep thinking how it would be nice to finish the rift and get to iri 1 for the BP but then I don't feel like playing DBD in a few days and leave it at that. Most of the stuff in the rift I'll never use anyway.

    I have so many charms that I just can't be bothered to look through them anymore and a recolor for a skin that I don't like on a killer that I don't play isn't all that interesting either.

    I'll be here for Freddy's tome though. Day and night.

1 … 42 43 44 45 46 … 107