Xernoton
Xernoton
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- Xernoton
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I have the occasional hacker every few months but it's really not so bad. Whatever they changed, it seems to work. It's nowhere near as frequent as it was last year.
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Tools of Torment: Pure Torture/10.
By far the worst killer in the game. She has nothing fun to offer for either side because her gameplay reduces both sides to bots. There is no thinking involved and she is probably in the healthiest state she has ever been. Which is pretty sad, if you think about. If I had the power to remove her, I would.
End Transmission 6/10.
They botched the release with a killer that needed an immediate hotfix and even now has to be played on a very high level to have some kind of power. The perks were interesting though and one was MfT, which probably pushed the sales quite a bit. The map is nice and I'm glad they adjusted the color saturation from the PTB as it could cause sensory overload.
Nic Cage: 8/10.
Cool idea and nice and fun perks with surprisingly high utility.
Alien: 8/10.
Fun killer to play as and in my opinion against. The perks are ok and one is even pretty strong. It also came with the most interesting map we have so far. You can activate traps to slow down the killer and even open a secret room.
Stranger Things return: 10/10.
Big W, BHVR.
Chucky: 10/10.
I'm positively surprised. I wasn't all that excited for Chucky and I didn't test him on the PTB but he is a pretty fun killer. There are clear limitations to his power but also a high chance for skill expression, which can make him quite fearsome. The third person view is interesting and very nice to have. Playing against him is also pretty fun because he keeps you on your toes every second of the chase. The perks aren't great but they do offer some fun synergy.
Overall I would rate this a pretty good year, if it wasn't for Slog Merchant and her TWO terrible reworks.
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601159#Comment_3601159
Who knows maybe next surv buff its u dont see blood pool or scratchmarks unless u use one per for each
Hell naw! Don't give them ideas! I already have trouble seeing scratch marks and it has led to me losing games because I lost the survivors mid chase. Then again, I currently play with Shadowborn only, so I could afford the perk slots anyway. 🤔
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@GeneralV said:
It reminds me of this screenshot:
https://us.v-cdn.net/6030815/uploads/K98IX7VCW69D/image.png
Now that looks beautiful.
I love how you can see the light piercing through the dark shadows of the trees and the asylum. It looks kind of idyllic really. Nea running off towards the shining moon as a beacon of hope and the Nurse touched by the most beautiful thing she has seen since her abduction by the entiy.
Somehow, I expect to see Adrenaline pop only seconds later and for the Nurse to reveal her noed.
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I'd say Nurse, but that requires you to know maps pretty well (else you'll have trouble blinking anywhere you can't see). So it's probably better to play Slog Merchant.
With her, you can't even mess up and you also have the advantage of people disconnecting against her, all for the low price of your soul.
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@NomiNomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601143#Comment_3601143
Cool Whispers. I wasn't sure, thanks for the info.
Seems I loaded into the right match after all.
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@GeneralV said:
A mix between the OG realms. Divide the map into 4 sections, each with their own lighting and structures, representing a different realm.
Lets say... upper right will be MacMillan:
https://us.v-cdn.net/6030815/uploads/WM4BGZOGW323/image.png
Upper left can be Autohaven:
https://us.v-cdn.net/6030815/uploads/Q23GHLN8XCMF/image.png
Lower right - Coldwind:
https://us.v-cdn.net/6030815/uploads/AZHYHRDNSUAP/image.png
And finally, lower left can be Crotus Prenn:
https://us.v-cdn.net/6030815/uploads/7C8H3KKB3EEK/image.png
I think it would be an interesting map.
I love that idea. This map could be triple the size of Mother's Dwelling and I wouldn't care just for the old DBD feeling alone. It's so sad that they removed these signature looks.
Now DBD's maps don't look quite as distinct anymore. I get that they put a lot of effort into making them look better but the overall atmosphere got lost somewhere along the way.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600916#Comment_3600916
So the counter to this killer is basically don’t get caught & finish five gens before she catches someone because as soon as it’s a 3v1 against her it’s game over? I guess the saving grace is that she isn’t very common.
Not quite what I said because the 3v1 always works out in the killer's favor.
You need to win faster than she can make you lose. That is about the gist of it. There is little you can do to delay her because she always makes you lose in the 1v1 each step no matter what. But if you can win faster than you lose, you can still beat her. It's far from ideal and I'm not trying to defend her but it's not quite the same.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601064#Comment_3601064
Yeah I agree, even still I hope they do this correctly instead of making them from overpowered to weak, I want them to really make them still powerful.
Agreed. Every addon should have some kind of merit. If it doesn't, then of course it will never be used. In which case it might as well not exist. For a killer like Blight, it is ok to have addons that only make small differences but they should remain useful.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600989#Comment_3600989
Matchmaking is a solo que issue though a lot. A good swf can communicate and adjust there playstyle according to the strength of a killer. Also the swfs players should be in about the same skill level unless they're introducing a friend to the game. In solo que you might get a survivor with 5k hours and another with 500 hours. I would argue that that definitely is a solo que issue.
The reason I made this distinction is that no amount of solo queue improvements would mitigate this. At least not fairly. When one person doesn't pull their weight in a 4v1 then the 4 have to be at a disadvantage. Otherwise this would imply that the game is so unbalanced that they can win in a 3v1.
Anything to help solo queue players specifically during the match cannot change poor matchmaking. Though, I will say that hours don't equate to skill quite that linear. You could play only killer for 5k hours and be a worse survivor than someone that has played survivor for 1k hours.
I reckon most of this is caused by lobby dodging, so maybe they should see how they can work around that. Prioritising that lobby above all else and picking the first suitable candidate (one with about an equal MMR) the game can find should work. At least in theory.
Still even with that fixed solo queue would be a bit rough. SImply because they have trouble to play as a team when that is how DBD should be played. I think a chat wheel is really best option to help with this because it circumvents any language barriers and other issues.
@Cyber686 said:
solo queue needs voice chat its that simple
When a community has a reputation as bad as DBD's community about being toxic, I don't think a voice chat is the solution to this problem.
That 13 year old on the other side of the screen can keep their deepest, most intellectual thoughts about having coitus with someone else's parent to themself instead of screaming them into their vacuum cleaner to sound like an impressive metal singer.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600916#Comment_3600916
You put faith in the developers? Terrible mistake.
As someone with a Billy profile picture, you should've know better.
Well, recent history led me to believe they might actually listen to the criticism. They didn't nerf his Engravings at least!
But I see your point. There have been some moments and changes that defy all logic.
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This isn't really a solo queue issue you describe here, is it? It's more the matchmaking that is inconsistent. And honestly, even with tunneling being such a big deal right now I'd argue that solo queue is in a better spot in comparions to SWFs than it was in the past. It's not great but the HUD really helps to keep the overall efficiency of many solo survivors up, which fixes one of the worst issues in solo queue. Objective progression being too slow.
There is not a whole lot that can be done, because as you said any advantage that solo queue players get will also work in a SWF. I think that a chat wheel with some simple comments like "Killer near me!", "Come heal.", "Focus on gens." etc. and maybe some ways for survivors to have more information of each other's positions (no base kit Bond, just something in that regard) would work. But even that wouldn't bridge the difference between solo queue and SWFs completely. After all, SWFs know with who they play, so there won't be anyone that just throws the match, doesn't do anything or is significantly worse than everyone else in that lobby.
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@lav3 said:
Blighed Rat - afflict Blindness
Blighted Crow - afflict Mangled
Adrenaline Vial - afflict Hemorrhage
Alchemist Ring - recharge 2 tokens with a M2 attack
Compound 33 - remove Hindered, token recharge takes 50% longer, pallet/wall break takes 2 seconds
Iridescent Blight Tag - movement speed 4.4m/s penalty
Wouldn't C33 be a nerf to Blight overall then? I mean, Blight already destroys pallets in 2.5 seconds with his power at base speed, so a 0.5 seconds speed increase with this heavy downside would only result in becoming an unintentional meme addon.
Don't get me wrong, I agree that Blight doesn't need super strong addons but I am of the opinion that all addons should have some merit and I don't see that being the case with your version of C33.
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Rapture for sure. Imagine the eerie visuals of a dark, abandoned section of a city lost kilometres deep below the surface. Flickering lights, broken power supplies and pipes, maybe there could even be a room that is flooded and becomes unusable once a certain gen is finished.
They could even use the little sister vents (of course modified by the entity) as a means for survivors to unlock more escape routs by doing side objectives.
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I don't care about killer bots as long as they are done right but I think dc penalties need to stay. We do not need people disconnecting left and right just because something doesn't work out perfectly.
If others want killer bots, then I'm fine with it but I'll say playing against survivor bots is incredibly boring but less impactful. So I'd recommend playing against bots in a custom game just to see what to expect.
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She has little counterplay in loop. You always lose when she uses her power. But she isn't incredibly strong in the 4v1, so playing fast and efficient can work.
She is still a poorly designed killer. Staying still in chase mostly results in a free hit. Getting detected 3 times injures you, keeps you broken and hinders you while you are still detected and gives her a speed boost. So your best bet is to pre drop a pallet and try to leave the loop, when she uses her power. That however will often still result in a stack of lock on and incredibly bad resource efficiency on your part, which means if you can't win the game fast enough, then you won't win at all.
I said before her second rework, that there was no need to remove her, when you could try and fix her instead. Now I realise I gave the devs too much credit on her. They don't even know what to do with this killer. All 3 versions were and are terrible.
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@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600030#Comment_3600030
I have been playing DbD, since 2018, when it was fun, had almost no aura perks and killers had to rely on actual skill. This game was "hide and seek", now it is something more like killers 4k every time no matter what. They even brought in bots so if survivors want to leave the match killers still get to 4k. It does not get more killer-sided than that. Because I don't see any bot killers running around when a killer dips.
Back in 2018 survivors somehow managed to die even with actual infinites.
Today, a killer barely has time to end their chases fast enough, let alone traverse the map and play hide and seek. Because the survivors will sit on gens every second they got. Compare that to 2018 where survivors were so affraid of the killer, they barely touched a gen even when the killer wasn't around. This game hasn't been a hide and seek for a long time. Neither side has any time to waste, so calling this game hide and seek only shows you have little understanding of how it works.
Bots were not introduced for the killer. If someone dced in the past, that would almost automatically result in a 4k anyway. That dc is a kill in any metric other than the Entity (and let's be honest, the Entity isn't the best to rate these things). Now even when a survivor disconnects, there is a bot, so that the solo queue team mates of that jerk aren't quite as screwed. There is still one more survivor running around the map, taking chase and repairing gens. This is significantly better than it was before. Let's not fool ourselves here, this wasn't introduced so killers could 4k still.
The reason you don't see any killer bots yet is the same reason it took them 7 years to introduce survivor bots. It wasn't a priority for the longest time and now that there actually is a demand / reason to introduce them, it takes time. A lot of time presumably because they need to program 34 different bots. That is a lot harder than programming 1 survivor bot that reacts to attacks and has set priorities when it comes to objectives. The killer role is not quite that straight forward for the most part.
I keep thinking this must be bait, because there cannot be anyone so incredibly biased that they completely misinterprete something that was introduced to help out solo queue as "[...] It does not get more killer-sided than that. [...]" Maybe it would do you some good to play both sides and reflect a little.
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The Blight has been underperforming as of late. Therefore we decided to increase his base amount of rushes to 8 and nerf the Placebo Tablet to -20% speed to balance it out. Oh yeah and C33 and Alch Ring are base kit now.
In all seriousness, it has been so long, that it's pretty much impossible to predict. It could be balance by sledge hammer (Freddy style) or something very mild. I wouldn't even rule out a buff (although, I don't think Blight needs one).
Maybe we should turn this into a drinking game. For every right prediction you made, someone else has to drink. I think they'll rework Alch Ring.
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A tunneling Pig wastes her power. It's stupid to apply a trap and then only follow that survivor. In the time it takes for that survivor to die, the others can easily do the gens because she doesn't apply pressure on the team. So a tunneling Pig is less of an issue than pretty much every other tunneling killer.
But I'll summon someone, who is a bit more experienced with this killer to explain that in more detail. Oh @radiantHero23, ye mighty main of the Pig! Hear my words and follow my call to enlighten this individual. Appear and share your wisdom!
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Bots do have wallhacks but they also make very stupid mistakes. You will learn that they fall for the same mind games and fakes every time. I reckon that it's because their reaction time is quite slow to actually allow killers to do more than just run after them and build up bloodlust. If you want to really learn a killer, then the bots won't help you. They are only good for you to have the opportunity to practice more mechanical skills like using Slice & Dice in loops and learning maps.
To learn a killer you'll have to do what you do with any other skill that you want to learn. Practice. And what better way is there than to do that organically in public games?
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1) Off-Brand Motor Oil base kit. His chainsaw is probably the loudest thing in this game and I always have to turn down the volume just to not go deaf. Quality of life options should neither be locked behind perks nor addons.
2) Heavy Clutch base kit or some kind of collision rework need to be done. Otherwise this killer will only continue to become worse and no amount of other changes will help him. Meaning, we'd basically have the same situation again only a short time later.
3) His old POV should be restored to allow players to actually see something when they rev the chainsaw. Actually bring back the old animations entirely.
4) His base chainsaw speed should be increased slightly and the Engravings adjusted accordingly. When addons become mandatory instead of optional, you know that you have a problem.
5) The overheat mechanic needs to go. It only serves as an arbitrary limitation to his mobility now (which he doesn't need, considering how bad his mobility is by today's standards on the current maps) and does not work to stop him from camping or anything else. So why is it still there to begin with?
6) His chainsaw's hitbox needs some adjustments. For some reason it is incredibly high but does not go low enough, which enables survivors to safely bodyblock him, if they know how.
7) His addons need an update. Most of them are terrible, some of them have no purpose anymore and the others are ok but not all that impressive compared to what other (sometimes stronger) killers have.
8) I would appreciate the return of Skybilly too but I have no hope in it. They had more than enough feedback to know, that this would not be appreciated by quite a number of players but went through with it regardless.
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I said this before but the more you try to punish a killer for pretty much anything they do, the more they will be willing to double down and brute force through. I guarantee you 15 seconds DS stun would only lead to me tunneling more than I do now. Because the survivors would absolutely use this aggressively (understandably but still terrible) and force me to somehow get behind this brick wall. And when this wall is the great wall of China, then the only option is to break through by tunneling whoever was shortsighted enough to waste their DS that way.
I think, there need to be more incentives for a killer to chase someone other than the one, who just got unhooked. If a killer feels confident, that they can go for many hooks and perform about as well as if there were tunneling, then this should be a more attractive approach than it is now.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600503#Comment_3600503
This! Every time something that was formerly covered by a perk becomes basekit, this just diluted perk variety and cements the meta even further. Its like wanting the cake and eating it. My personal take is that if a perk has an effect that you would want it to be basekit, why not simply make room for it in your loadout and equip it? People are often so hung up on the idea that they need to run their 4 meta perks, OR ELSE! Newsflash: you can do pretty fine without meta perks, so you can most definitely do fine with 3 and one off-meta perk. (BTW, even though I said "you" a lot, I wasn't addressing you, but some player in general, I am just using your comment as a jump off point).
The only perk that I would consider getting a basekit version is BBQ. Hear me out! Back in the days everyone had BBQ equipped for the blood points. I remember how BBW was permanently fused to all my killers first loadout slot, it felt like you were actively hurting yourself to not play with it. But with everyone having it equipped, killers saw all kind of opportunities after hooking and got a new target, thus peeling them away from the hooks.
I always propose two things:
1) give killers old BBQs bloodpoint mechanic back at basekit, ie +25% more BP for each different hooked survivor, but only increase the counter as long as all four survivors are still alive. So if you want the max +100% bonus, you can't tunnel any survivor out of the game before you got everyone hooked. This is the carrot part that many seem to forget exists, too, we are so eager to apply the stick.
2) upon hooking show the killer ONE aura of a survivor, preferable a non hooked one and never a survivor on death hook, that is 40m away. Way worse then real BBQ, but still something to work with at any level and maybe enough to peel even contemporary killers away from the hook.
I am 10000000% convinced that with these changes we would see a lot less tunneling and more spreading of hooks. Then we should tackle gen speeds next, maybe by rearding survivors for working on gens together and a shared +10k BP if they finish gens together, leading to less spreading and pressure on the killer during the early part of the game. We could limit this to the first three gens done, so if survivors spread out at the start and three gens pop during the first chase, that means less BP for everyone.
Just my two blood points, but I think we should think more about the carrot aspect of incentivising players to do the proper and right and fun thing, and less about pummeling everything we don't like or nuking it from orbit.
(BTW, even though I said "you" a lot, I wasn't addressing you, but some player in general, I am just using your comment as a jump off point).
I feel personally offended and will never recover from this attack.
Jokes aside, I definitely agree, that we do not need to run 4 meta perks. I refuse to use slow down perks and I can still perform somewhat fine (although considerably worse than before 6.1.0, I think). It leaves me extremely vulnerable to survivors that play effiecient but I can still beat many of them by focusing on what I am good at. The chase and information. Just earlier today I played Billy with Shadowborn only and got a 4k at 3 gens. Because instead of relying on perks, I try to play smart, switch targets and punish mistakes. This worked because these survivors were not used to a killer using every of their mistakes against them (2 downs at the start of the game because one fell for a bait) and being forced outside of their comfort zone.
I have thought about something like a base kit BBQ too (especially your second point) and I think it would be nice to have a short aura reveal of one survivor with the least hook stages after every hook. Ideally this would be taken as a hint where to go next and deactivate once a survivor is dead. I think this reasonably powerful to not be considered a major balance change because tunneling would still be the more effective strategy. However, combined with a 5 seconds DS this could really help with this whole situation.
Right now there is no incentive to go after anyone other than the person that was recently unhooked. Not only that but you also have a direction to go next because you know that 2 survivors were there. Meaning, that hiding actually makes this even worse and speaks for our suggested carrot approach. A killer will use everything they can to find a survivor and when nothing else works, then going back to the hook is the best option. Not only are there 2 survivors in that direction but one is also injured and easier to track.
One thing I definitely do not want to see again is a meta perk becoming a base kit feature. They already broke the whole meta and allowed / encouraged survivors to use more perk slots for punishing a killer when they do play 'fair'. But this defies the whole purpose of that base kit mechanic because it forces the killer to play more effective, which means tunneling / camping / slugging / 3 genning.
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I haven't been slugged to death in a while, but I support this. As long as it's not abusable any quality of life changes are more than welcome in my opinion.
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Base kit perks aren't a good idea for either side. Not only do you get the advantage of a perk without having to equip it, you also free up perk slots for whatever else you want to use. Base kit BT might have been a mistake after all. They set the precedent and now everyone keeps asking for base kit adjustments.
This is what rubs me the wrong way with BT, the AFC and the upcoming 3 gen change too. A killer that does neither of these things is still heavily affected because survivors do not need any perks for these situations and can instead focus on everything else, which makes them much stronger even outside of these situations.
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Yes and no.
Yes because playing without slowdown is a pretty much guaranteed loss against halfway decent survivors. Even with slowdown perks the killer is still too slow to progress the game anywhere near as fast as the survivors can, which leads to tunneling being a more necessary and attractive play style.
No because survivors can't do much else. Outlasting the killer doesn't work, spam healing doesn't work but gen efficiency does work. Regression perks are also still quite strong and can force survivors to effectively repair more than 6 gens to power the gates, which makes tunneling an even more dangerous play style because a killer can buy themself a lot of time to tunnel one person out and then kill the remaining 3 easily because they couldn't progress fast enough.
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@luvcraft said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600025#Comment_3600025
that's tunnelling killer talk! 😂
Nope. Quite the opposite in fact. I would be more than happy with everyone running DS again because then I'd only need to play around 12/16 perks when I don't tunnel. That is a major difference and one of the reasons base BT is a bigger deal than many people think.
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The maze tiles are always strong and you still have a bunch of somewhat decent filler pallets, that needlessly connect into each other. So I wouldn't say it's that terrible. Nostromo is however very prone to have dead zones, once certain pallets are gone. This makes it more killer sided. But with the amount of survivor sided maps in this game, I don't see this as such a big deal.
@alaenyia said:
Although Nostromo is pretty bad for many reasons, all maps are becoming ridiculously small. I am not sure why every map is becoming a postage stamp where hooks are spitting distance apart and full gen patrol takes about 4 turns on one 8 meter tile but it is killing the whole point of this hide and seek kinda game.
What game have you been playing? This has little to do with hide and seek. Hide and seek is probably the most boring thing for both sides because it takes away the interaction between survivor and killer and forces both into a position where they do pretty much nothing for the majority of the game.
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Ok, do we scrap one perk slot per survivors too or should we have them run around with 6 perks each?
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@GoofyGooberRock said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599939#Comment_3599939
No one was camping pallets to be honest maybe like going around it and being greedy? and he got mad at me because I kept throwing pallets down and wasn't even being greedy with them
how else am I supposed to play?
You do know what pallet camping means, right? It means waiting behind the pallet and dropping it when the killer approaches. That is the opposite of playing greedy. So I'm not quite sure what you are trying to say here.
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I mean, pallet camping isn't looping, is it?
Apart from that, this person is probably more frustrated than they are concerned about balance. You played in a way that worked and they decided to camp because of it. This has little to do with actual balance complaints.
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I've always found that reading before you go to bed is pretty relaxing. DBD is probably not the best way to do it.
I wish you better luck in future games all the same.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599855#Comment_3599855
Yea, it's partly why I have been leaning a bit more into Billy's unconventional addons; Leafy Mash + Apex Muffler is an addon combo Ive been using a lot lately, really good for snowballing, and makes him a menace on indoor maps, would recommend checking it out if you got the time for it.
I might do that. On outdoor maps I have a pretty bad track record with these addons though. There is only so much you can do to hide the 6 ft 7 milkman approaching a gen.
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Depending on the killer and the perks in play it can vary. The right killer on that map is absolutely disgusting to play against but this can also be the other way around, if it's a killer with trouble playing around the god pallets. Surge and Pop work pretty well on it though because the maps is so small, so that can be a redeeming quality too.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599850#Comment_3599850
I just dont even bother using my Chainsaw unless Im backreving and the Survivor cannot reach anything.
Though I ultimately consider getting Lary's as Billy a waste of my addons since Engravings really work against me when doing it.
I play him addonless for the most part and it just barely works. But I know what you mean. Engravings on Lery's are worse than nothing. It's one of my least favorite maps to play on (only topped by Haddonfield and GoJ).
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It's not quite true that you need BL 3 to catch up but before you do, you'll often find yourself in BL 2. Depending on rng it can get a bit better but also much worse. I had someone with MfT and Hope on that map a little while ago and I could not catch up to him for the life of me until I finally reached BL 3.
Honestly though, I can't say I blame anyone for playing like this on Lery's. Because most loops on their own aren't that strong (apart from the ones on the edge of the map). It's a pretty boring map to play on in my opinion.
How on earth do you play Billy against this strat on this map?
You get used to it and try to ignore the pain. My best strategy so far is to run after the survivor and build up BL until we finally reach a loop, where my power actually works. Sometimes you can make survivors panic by revving the chainsaw and getting them to vault weak windows, so you can hit them right after but that only works against less confident survivors. Other than that you can try and play M1 killer with a bit of mobility (around the edges and the middle halway) but that's not why I play this killer.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599774#Comment_3599774
Again, the difference is the collision. Both Billy and Wraith end their attacks immediately if they collide with any hitbox. The Pig does not. This enables the moondash. The getting stuck is not what i meant. Sure, the Pig can get stuck. But we are not talking about misplays now, are we? She can also hit invisible ambush hitboxes, ending her ambush immediately. But that another story.
Due to the collsion missing, the pig can curve and moonwalk around tiles much like a blight or Chucky. This is something a Billy can only dream at. Btw... I happen to know a good Hillbilly/ Curvebilly main.... I summon you @Xernoton for your Hillbilly insight and knowledge about the difference between the ambush and the chainsaw sprint!!!
You summoned me. I came.
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599720#Comment_3599720
Ok so first things first, m1 killers don't count, because that's not a chase power like... What is even the point to mention them xD Technically Myers power is to basically have no heartbeat and get the hit before the survivor can react to that, but when you are already in chase you have nothing but the shorter vault.
I think Demogorgons and Hillbillys chase abilities are far better than Pigs dash, not even close. Sure around round loops Demos dash cannot be used as easily but still works fairly well to get a fast pallet drop.
With Wraith it is rather hard to tell, it feels like the increased lunge is almost comparable to pigs dash without addons, similarly you can use it around most shorter loops and even some medium sized ones... But yes they are somewhat comparable.
Demogorgon and Billy both suffer from the same issues. There are loops where their powers do not work, simply because they have the wrong shape. Both can only go in straight line (with Billy having 0.75 seconds to do a turn). So any filler loop that is not a rectangle or triangle is not going to allow you to get hits.
Then, there are also loops where it's not the shape, that counters your power but the proportions. If the longer wall of a loop is too short, then the survivor makes it around the next corner before you can hit them. If it's too long, there is a chance for them to just react to your power and dodge you that way. Not to mention, in Billy's case you'll also have to mindgame to even get into a position where you can curve that survivor.
I have seen first hand what loops a pig ambush can get you hits in and I'm jealous. Like that weird car loop in the corner of GoJ with the vault and the pallet. Curving that thing without Engravings is pretty much no use because you are just too slow and with Engravings it's still a matter of how well you can mindgame and execute the curve perfectly (else you might bump into the rear view mirror). Pig's ambush works very well in somewhat secluded loops. If the survivor cannot leave, then things get ugly real quick.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599237#Comment_3599237
Tbf, Wraith has gotten easier since the removal of Lightburn, plus, he has add-ons that are basically perks.
One that straight up tells him which gens are being worked on.
Yeah, but you still play with 2 addons and basically no perks. Eventually, you will get the 4k but compared to other killers, his adept is significantly harder.
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You do realise, that this doesn't help, don't you?
Letting survivors go decreases your MMR and gives you worse survivors overall and the survivors that escaped have their MMR inflated and go against someone even better.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599522#Comment_3599522
The change to the merciless killer rating really helped a lot in this regard, unter the old system, Plagues power actively made it harder for her to gain enough points to earn an Iri emblem in all cathegories. Getting a 4K can be tricky sometimes, but it will eventually happen, while the old system was nuts. It also was night impossible to adept killers once you reached Gold or Iri grades, I remember a couple of night perfect Pyramidhead and Artist matches during that time, but sometimes that one single heal in the corner knocked me out of Iri into "Gold, one nails breadth from Iri" territory and that was pretty frustrating. Meanwhile survivors just had to escape one single, measly match. :D
For me the worst killer to adept was Billy. I had no Shadowborn and I couldn't use his power a lot. I eventually got an easy lobby and had to play M1 killer with map mobility until I would finally get it. Again, this included a loooooooooooot of slugging.
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Singularity is supposedly a pretty strong killer already. You just have to be incredibly good with it to get the EMPs out of the way and still continue harassing the survivors. I have seen what some Singularity mains are capable of but it's just way too hard. This killer needs to be played almost flawless or nothing will work.
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This is partly true but most killers have some things in common. M1 killer mind games will work on any 4.6 m/s killer, game sense carries over across all killers and sometimes even mechanical skill transfers to a degree. This is why BHVR have linked the MMR across all killers for each player. If you are a very experienced Clown main, then chances are, you'll be quite deadly with Wesker and Dredge too even if you have never played them before.
Also, survivors play against 34 killers by now and some of them have pretty low pick rates. So you could argue that it's the other way around and survivors lack practice against different killers. However, most killers are easier to play against than they are to play, which negates this a bit.
I would also argue, that you cannot really compare killer and survivor skill quite that easily. Because both roles are completely different and have little common ground.
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The strongest killers in the game are super oppressive with the best perks in the game? Is that really such a surprise?
Also, you have conveniently let out, that Pain Res only works on unique hooks and is a Scourge Hook perk on top of it and your example of Nuse and Huntress isn't the best for what you tried to express. At least pick killers that actually use all of these perks. Surge doesn't do anything on Nurse and very little on Huntress.
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@ARTRA said:
Yeah smell like a cheater.
As far as i know.
Unluess you have a P100 or chuky skin, there are not a single image or background.
A little ugly from bhvr tbh add a new system totally empty.
At least a few basic colours and 3 basic images could be fine.
So far Chucky's skin seems to be the only source for an icon and background. I have a P100 character and I didn't get anything for him.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599237#Comment_3599237
Have you tried Plague before they changed killer adepts?
It was painful.
Yes, actually and I got it on the second try if I remember correctly. I could force them to cleanse by proxy camping someone on a hill, that was already on second stage and Infectious Fright and her addons helped quite a bit. I think that was even before 6.1.0, so Corrupt Intervention didn't deactivate on first down.
Needless to say, I still had to play scummy by refusing to kill them until I was sure I would get the adept. Slugging was a big part of that match...
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@Mazoobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599212#Comment_3599212
WoO simply bandages the lack of transparent info on map resources when it comes to soloQ compared to SWF.
Even if WoO has become a "crutch" I don't necessarily find that a bad thing as it's hard to identify the remaining pallets left on a map toward late or end-game so this is usually out of a player's control especially if you're on an indoor map. WoO prevents players from getting punished for accidentally running into a dead zone because their randoms decided to drop the pallets at 5 gens making it useful for even skilled loopers since it'll guarantee a path. Imo, I think this may be the priority reason why players still run it.
OP doesn't need to worry though because WoO has been away from the nerf radar.
Then we'll have to agree to disagree. A perk that completely changes a survivor's play style and makes them rely purely on it will never be healthy. Ideally, both survivors and killers should learn maps. WoO completely takes that away and also allows inexperienced survivors to to indulge in a fun match of "Shift + W and pre drop every pallet".
I do not enjoy that. If someone can loop me for 5 gens, then I'll at least have some interaction. But WoO turns both the killer and the survivor into bots. The funny thing is, that you find many survivor mains claiming that the game isn't fun anymore and I would not be surprised to see WoO as a staple perk in their builds. So I think it makes the game less fun on both sides.
If I only wanted to win, then this would probably be quite easy. Just use something to apply blindness and see how these players absolutely cannot play without their favority crutch. I've seen survivors run past every filler pallet on the map because they weren't marked in yellow and then complain that maps are killer sided. Sometimes survivors with thousands of hours. Because they completely relied on this one perk.
I suggest reverting it to it's old state, or changing it so that it goes on a cooldown once the chase starts and then activates again after 25 seconds. That would still fix the issues of running into dead zones but it would also take away the ability to crutch on it.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599212#Comment_3599212
So the case you are telling just shows this perk helps bad and average survivors. And these survivors are having most trouble in game. Do we really need to make game even more painful for them?
I am rarely seeing this perk in my games because survivors are using most effective perks like second chance or chase or genrush which makes matches harder for me. I'd gladly take WoO users more.
Anyway, like i said. WoO is not problem here. Maps are so strong for survivors.
I agree that everyone, who crutches on WoO is a bad player. The only problem is that I've seen survivors with thousands of hours more experience than me crutching on it. It trivialises the chase. That is useful for pretty much every public lobby you'll find.
I would love to play against people that are genuinely good or even better than me in chase (I could learn a thing or two after all). I know that they do exist but I also know, that playing good is meaningless. Playing effective is how you win games and WoO is effective. If maps were fair, then WoO wouldn't quite as bad of an issue.
But tell me, do you have any trust in them, to fix their maps? Because I don't. Every last bit of optimism I had in that regard disappeared after their latest map rework. It's becoming more and more clear to me, that they just randomly make changes to a map and hope for the best. Because they don't know what makes a map too strong. Too many resources? Just look at Borgo with its 18 pallets! Too big? Mother's Dwelling had almost the exact same size after its first rework. Overpowered and very well connected main building? Garden of Misery still has that issue. Making a map killer sided? No problem, we'll just remove all the resources from one half of the map.
If I were to go back 1 1/2 years and take every map rework since at face value, I'd probably have about a 50% rate of failure.
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I don't know about that. Chucky is pretty strong on his own. Have you tried release SM, Wraith or Doctor yet? They are way worse.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599173#Comment_3599173
I've tried it on max sensitivity, and similar things on most killers. The camera simply cannot be turned fast enough to try and line such actions up, becomes more of a guess. The dead zones in the sticks add something like a third to a half of a second delay for all actions attempted. Kinda like fighting against no momentum, kinda sluggish.
And that's without taking console game performance and frames into consideration.
I have played Billy on controller before (although on pc) and I could turn more than 90° (roughly 100°), so the sticks' dead zones shouldn't be too much of an issue. Lags can definitely cause a delay that would make these curves impossible but I must admit I am not up to speed how well the game currently performs on consoles. So I cannot tell, if that is the issue.
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This has little to do with solo queue. People somehow managed to find pallets without WoO too, so this is a poor excuse. Let's face it, WoO has turned from a perk that arguably helped you learn maps into a crutch that ensures you will always find another pallet to pre drop.
There was a time when you could immediately tell when someone was inexperienced because they never looked behind themself to see where the killer was. Now that is pretty normal because you only need to look out for yellow. This is so engrained in the play style of many survivors, that they immediately go down, when it doesn't work. This one perk is the reason that blindness has become the single strongest status effect. The people that are used to WoO haven't actually learned how to play the game but to play the perk. If that is not a reason to change it, I don't know what is.