Xernoton
Xernoton
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I suggest you inform them in the bug report section.
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@CatnipLove said:
This is your first post?
https://us.v-cdn.net/6030815/uploads/KXXDUUN2QRJF/1lwr.gif
Also, yeah, if you play survivor most of the time, then you're gonna find killer more stressful as you're gonna suck harder at it.
I'm under the opposite impression, to be honest. If you play one role sporadically and main the other, then you will get good with one role and go against better opponents. The experience that you have will carry over to the other role and you'll have a head start against others.
For example, I find survivor quite relaxing. Sitting on a gen, listening to some music in the background and minding my own business until the killer comes to bother me. Whereas, when I play killer, I start start thinking 5 steps ahead and constantly try to be everywhere at once while also keeping track of survivors, gen progress and resources, mind gaming and managing my time to be as efficient as possible. If I played more survivor, then this might just reverse.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594489#Comment_3594489
I actually took my monthly shower this morning (in between DBD games) so I’m not that stinky. Only a little bit, because all I had to use was a moderately used bar of soap I found on a gas station bathroom floor.
Also… 3 blink nurse just doesn’t feel strong enough. They need to revert the nerfs and let me use starstruck again. She needs help.
That- That is no soap... It's usually used for toilets. That adds even more to the filthy part. 🤢
Regarding Nurse, I agree. Yesterday, 1 survivor almost escaped through hatch and they did 1 entire gen with only 3 BNPs! This traumatised me. I will never be quite the same.
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100% objective truth and definitely not rated on a whim.
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@HugTechLover said:
I hate myself and my mental wellbeing, which allows me to withstand the brain annihilation that playing killer is.
(Just kidding, I just play alch ring blight and destroy every single team I come across.)
ps- I also tunnel at 5 gens.
Stinky, filthy, rotten Blight main.
Can't you play a more balanced killer for a change? Like 3 blink Nurse.
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I don't enjoy being tunneled myself, so I don't do it when I play killer. Nothing more to it.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593711#Comment_3593711
There is a fourth option. Constantly changing perks. Meta overhaul every 3 months. Prioritizing the current meta and the perks that see no action at all.
It simply can´t be, that very old perks are still meta after all this time.
As much as I tend to agree, Exhaustion perks are a pretty stable part of the meta and most of them are quite old. Nerfing them is probably not the best option. At least not right now. It would go a long way however to give people an incentive to experiment with different perks. Like the random perks archives.
There are more than 200 perks in this game and most of us have barely used more than 30. Sometimes not because they are so bad but because it's easy and convenient to pick meta perks. "Everyone agrees that they are good, so they will surely carry me. Why step out of my comfort zone?" That's pretty much what's stopping us from using different perks. Well, that and of course the fact that we want to win and are prone go for whatever is the strongest build.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593385#Comment_3593385
I have that idea for a verylong time since I play Hollow Knight that how the charm slots system works.
It could be weak perks taking 4 slots, decent with 5, and meta with 6 for total of 20 slots. So using completely off meta should give player 5th perk. That would increase the usage of weak perks just for the 5th perks, as well as meta can only use 3 perks.
I'd be fine with that. More perk slots for me, that I will definitely use because I'm certainly not too lazy to equip even 4 perks. Definitely.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594070#Comment_3594070
So the Kill Rate should be absymally low at "High MMR"
It's not, spoilers.
Likewise, when I played, I won almost all of my games, you can also see this with almost any streamer. The game is sided towards whomever sweats the most, whether that be Killer or Survivor.
True. Whoever brings the better stuff and is ready to pay more of their life time by stressing over this game is likely going to win. For the most part. Eventually, it doesn't matter how good of a Trapper you are, you're not going to fly across the map and throw hatchets like this infamous Ghostace.
This only happens on a level that most of us are never going to reach. But even below that, I'd argue that in order to perform good on Blight you don't need to be as good as with Trapper, simply because you have more possibilities and a greater control over your own power and the results you get.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594108#Comment_3594108
Everyone agreed that the insta-chainsaw add-ons needed to change, that's right. And yes, the addon reworks are pretty bad, but let me ask you: What pre-rework addons were worth running besides charge- / cooldown- / speed-addons back then? His other add-ons were bad already before, and with charge and cooldown- add-ons to be removed, there were bound to be more bad add-ons. As some other commenter in this thread put it, there's really not much you can do with billies add-ons, there are not many aspect of his power that can be safely adjusted by some numbers (add-ons are usually number-adjusments).
It was also agreed upon that a billy camping with a fully reved chainsaw is an issue (it was quite prevalent back then, when the killer player performed badly - sort of a budget version of bubba face camping). That's why the overheat was added (this and so chainsaw cannot be spammed). The thought process is actually not wrong there, but maybe the execution of the changes.
Many attribute the "butchering" of billies potential to the overheat mechanic, even when that mechanic does not even come into play for the majority of billy players (imo only curve billies are hindered by that). Many claim to this day that billy would be fun again when just the overheat was removed, but I cannot see how that should be true. Billy was fun and strong (for most casual billy players) because of the charge / cooldown- add-ons, and that add-ons will never come back.
You're not wrong. But mind you, BHVR increased Billy's camping capabilities again when they changed the overheat earlier this year. I and many others explicitly warned them that this would happen. With the AFC that is not as big of an issue anymore but if we're not going to use the overheat to limit camping, then why are we using it at all?
Billy's main issue is the fact, that he wasn't designed for this game. He was designed for what this game used to be. With about 10 maps and sometimes very forgiving collisions and little clutter. Now there are more than 40 maps. 75% of them are awful for this killer and the remaining 25% are somewhat ok. Also, survivors have become a lot better than they were in 2016. Meaning, a curving Hillbilly will not quite get the same hits as back then. Especially without Engravings. It's not getting better when you factor in, that survivors can pre drop pallets and delay him long enough to finish the game that way. One more reason to use LoPros, I guess.
The overheat mechanic at this point does nothing other than to nerf Driftking Billy. You will never overheat by curving (and believe me, I tried). But his mobility was nerfed by that. Not that it makes a big difference, when you can only go across the map in specific lines. Many maps have become somewhat similar to Lery's in that regard. There are 3-4 specific routes you can use for map mobility and that's pretty much it. Then you have maps like RPD... Where your ability is to break pallets slightly faster and GoJ, where your power is a so-so map mobility and sometimes a slightly faster pallet break at the cost of your lethality. And only when survivors don't know how bad this map really is.
In short: Billy aged like fine milk even without the rework.
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No. It's likely just coincidence.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593847#Comment_3593847
Window techs is where survivors can pass through killers during the killer vault animation. Typically they will run one direction where the killer can see, then turn around and pass through the killer in the OTHER direction. Kinda surprised a hitbox exploit has lasted this long tbh.
You mean like with Clairvoyance and keys? Thanks. I lost track of all the different techs this game has to offer.
I thought they meant the one where you crouch right next to the window then press yourself through the killer's hitbox and vault after they vaulted the window. Which is just a fancy FOV tech, if we're being honest.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593847#Comment_3593847
To be fair hug techs have been in the game forever and yes BHVR did say that, like drop vaults, they are an unintended exploit that are gonna be removed.. years ago (I believe they recently, as in within the last 2-3 months, said it again?). And with all due respect “2” = multiple. I get you’re trying to say it’s not really a big deal because ‘only’ two killers on the roster can hug tech but OP was right to say multiple.
Technically they are right about "multiple". But when it's exactly 2/33 killers, the word multiple indicates, that this is a somewhat common thing. Which I disagree with. Also, assuming they are still going to remove Blight's Hug Tech, the word multiple would then become technically incorrect, once that happens. But that's just semantics.
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However did and do people play without these drop vaults, I wonder. It is NOT intended and that's why it's removed.
Hug Techs on multiple killers? You mean 2. Exactly 2 killers. And on at least 1 one of them we know, that they do consider it an exploit and they already announced, they would remove it. I don't know why we haven't had any news since but here we are.
Grab saves are intended, so they stay. Same as 99ing things. If that wasn't the case, they'd already made Mangled and Ruin's effect base kit for killers (not saying they should ever do that!) and removed grab saves along with locker saves. I'm not sure what Window Techs you are referring to but the one that's also a FOV tech will be significantly weaker, once the FOV slider comes. Which is a good thing in my book. Because crouching and using the very limited FOV of the killer against them, doesn't sound like good design to me.
I would really like to know where you get 30 seconds as a hard cap for chases from. It's easy to exceed that with minimal effort against more than 2/3 of all killers in this game. Against the rest, you'll actually have to play good yourself.
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-Remove the overheat mechanic entirely.
Yes, please. It barely exists anyway and it only holds back Driftking Billy, although it would only work on a handful of maps anyway.
-While chainsaw dashing, increase FOV by 20%. Stacks with FOV perks.
With the introduction of a FOV slider this becomes unnecessary. Although, I would like to play him without the chainsaw less than 0.2 inches away from my face. Bring back the old animations and allow people to actually see what's right in front of them.
-Once per chainsaw dash, pressing M1 will increase the turning rate by 5x for ⅕ of a second (0.2s), allowing for a singular, very sharp turn. Immediately after pressing M1, your FOV decreases back to normal, a sound que is played and the chainsaw will only be able to injure healthy survivors for the rest of the dash, but will still down injured survivors.
Sounds interesting but what exactly do you mean by "increase the turning rate by 5x for ⅕ of a second (0.2s)"? Because if this number is taken from the base turn rate of the chainsaw than you'd only get a 32° turn in that time, which is better than nothing but I struggle to come up with a situation that would make this useful. Other than map mobility. But that is an issue that should be fixed by map reworks and not an extra mechanic, that will barely help with this issue.
-Decrease the sound of the chainsaw from the perspective of the Hillbilly by 50% of what it currently is.
I know what you mean. It's one of the reasons I play DBD on a comparatively low volume. Because if I don't, then the chainsaw is going to make deaf one of these days. But I'm not sure if 50% isn't a bit much. Make it 30% and let us test it on the PTB. Label it as quality of life improvements because that is what this comes down to.
-Make the Hillbilly 20% larger.
Bad idea. There are loops where you just barely can't be seen over and it would also look weird to see someone that tall glitch through the doorways on Lery's.
-Decrease the size and shape of his chainsaw hitbox.
Please, no! No, please! Don't make it worse! His hitbox isn't that big to begin with. It's one of the reasons he can be countered by the press of a single button that isn't even "E" (the other is the shape of his hitbox). If anything change the shape to remove that. But the hitbox of Hillbilly is really not that big to begin with, though it is a bit higher than necessary, which sometimes causes him to bump against the ceiling of some buildings or vegetation hanging from above. Pretty sure that's not what the devs had in mind.
-Pretty much rework every single add-on.
Yes. His addons are pretty pathetic. He has 3 genuinely good addons (LoPro Chains and both Engravings), 1 that's not bad but can lead to you relying on it (Heavy Clutch), which makes it a bit of a risky pick, a few very situational addons (Apex Muffler, Spiked Boots and Dad's Boots, Tuned Carburettor) and a bunch of useless and increadibly weak addons. I don't need any of the overheat addons. They are all completely worthless because you don't overheat anyway. I also don't know why I'd use 1 of my 2 addon slots for the Off-Brand Motor Oil, when it's only a little bit of a quality of life improvement that takes up space I'd need for a better addon. The Leafy Mash is one of these addons that genuinely have me thinking: "Why?" Why would anyone ever fall for that! They see where their team mate goes down! Is it really that hard to keep your eyes open for a few seconds, while you do gens? Black Grease is laughably bad and Mother's Helpers are kind of nice to have but don't really come in clutch. I mean, you already get stunned, which means the survivor is likely going to make distance to the next loop. In that case, the extra charge speed is useless because you can't counter Shift + W with it and when you get to the next loop, then you don't really need it. Because you need Doom Engravings or LoPros or better yet Doom Engravings and LoPros.
I would also like them to bring back the second flick (don't know, if it had a specific name), that they removed years before his rework. It basically allowed him to hit survivors right next to him by ending the chainsaw and turning immediately in their direction. This made countering him a bit harder than going 1 step to the left or right, which in my opinion is a good thing. It would also put an end to some survivors using his hitbox against him by bodyblocking him without any danger of getting hit. This can happen sometimes even today but it's incredibly inconsistent and more often than it helps you will lead to you bumping after the chainsaw has already ended.
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He needs a complete rework but this would be a way to help him in the meantime. At least a little. Plus, he wouldn't completely lose his power in end game against Adrenaline. Kind of ironic for a killer with 3 end game perks.
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@Gastongard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593257#Comment_3593257
Have you seen any competitive game? Survivors are most efficient when running from pallet to pallet, even without using WoO, they dont loop most of the times, so this is something not only new players does, but comps too. But as I see for what you said, you prefer to have chickens running to dead zones, so the matches go easier, I understand you, sometimes I want chill games too, but perks like WoO short by a lot the gap between the looping skill of a 100hours player and a 3k hours player, and just for that WoO is a really good info perk. Look how unfriendly the game is for new players, no useful tutorials, no killer guides, nothing but to play and looser a few hundred matches and watch hundreds of hour of youtube content in order to get to a certain knowledgment and be able to at least last a few more seconds in chase. I have 3k hours and 2k are for killer I believe, and the mmr when I play survivor matches me with people with 400hours or less, that can run the killer for 2 or 3 gens most of the times thanks to WoO, we need more info perks that helps new players get to know more the maps they are playing.
As a killer, excepting a few tiles as killers jack, you can mindgame almost every tile, you dont even need to break pallet most of the times if you bloodlust the chase. I really prefer survivors running info perks like WoO instead of any repairing speed perk, or second chance perks.
To sum it up, there are far more unhealthier perks than WoO, but this is coming from someone who doesnt sweat at any time, if I loose I really dont care, but I saw people in here waining about gen-taping so what do I know.
Of course I have and it's one of the issues I have with this game. You win by minimising interaction time. That's not particularly fun, is it? Running from pallet to pallet and dropping everything immediately doesn't sound fun to me. For either side. It's boring. But that has been the most effective play style for years. Only, it didn't used to work as well as it does now. Because now games are overall shorter. So the killer has effectively less time to break through the resources, which makes this more effective across the board.
You don't need a fully coordinated SWF for this kind of play style and WoO gives many players the confidence they otherwise lack. But that is besides the point. WoO has become the single most crutch perk of the game. Really, just test it yourself. Use some blindness perks and see how it works out. Every single time, you'll see survivors run around like headless chicken. Because many survivors have forgotten how to actually play the game. They play this perk. Similarly to people that play only Nurse. Nurse is so different from every other killer, you might as well play a completely different game.
If you have 100 hours of experience and aren't that good at looping, then what in the world are you doing in the same lobby as someone who has 3k hours and plays accordingly? Do you not see how ridiculous this sounds? You shouldn't even play against someone like this to begin with. And if they aren't that good, then why would you need WoO to crutch on? If they are on your own level, then everything is fine without this perk. Unless of course, you want to win easily without having to put any effort into it. But then you decided for the wrong game. In a somewhat competitive multiplayer game such a thing shouldn't happen. You can play single player games to win easily.
You just confirmed everything I said before about this perk. That it is indeed a crutch. You can't play without it (yet) and that's fine. Learn the game and play with people of your own skill. That's what we have MMR for. It doesn't work perfectly but it should pair you mostly with players of similar skill. If not, then MMR is a whole different issue, that should be looked at. Someone with little experience cannot expect to be able to compete with a veteran player. Unless they have one crutch that carries them through. Which is neither fair nor (especially in this case) fun.
You cannot mind game the shack, several main buildings, jungle gyms against good players (which have become increasingly rare) and quite a few filler pallets. But you don't get to mind game anyway. Because pre drop and Shift + W will take this part out of the equation for the most part. A survivor can easily make enough distance to run from loop to loop and nothing is stopping them to repeat this until there are no more resources they can use. When that happens, that survivor is screwed. No ifs or buts. So that also has little to no interaction. I have seen many survivor mains say that the game isn't fun for them anymore and if that is how they play, then I am not surprised. I mean, how can something be fun, if it is repetitive and takes no thought?
What part of DBD is the most fun? It's probably not sitting on a gen, desperately trying not to fall asleep and occasionally pressing space. Running for the unhook, while certainly more interesting than gens is also not particularly fun. I wouldn't play a game in which I would only run around pulling people from meat hooks. Hanging on a hook and waiting for time to pass is probably the most boring part of playing survivor. Healing is about the same as doing gens. Running around the map might be fun for the first 5 minutes but after that it's not all that exciting anymore. What remains is the interactive part between killer and survivor. And when that is trivialised by a perk and the amount of resources there are, then that also becomes less interactive and more of a "going through the motions" kind of thing. Second chance perks like DH and op as bad as they were at least didn't remove the fun from this game.
To me it's like watching the same movie over and over again on a loop. No matter how good or bad the movie is, at some point you'll be bored with it. Just bored. Because it's the exact same thing every time. You learn all the dialogue and the unexpected turns of the story. In DBD terms: You can play with your eyes closed and no sound. Because you already know step by step what will happen over the course of the next 20-30 seconds. Or I guess you can't, because you need to look out for yellow. But the people you play against can.
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It's not cheating but it definitely is a slight advantage. You get notified of even the faintest of heartbeats and lullabies. It is an accessibility option though, so I'm fine with it.
This is something I have metioned a couple times before. There are also killers with hearing impairments, so there should be some help for these people. However, this is a lot harder to balance. My suggestion is that BHVR define a certain volume of sound that should be heard and noises with a volume at least that high should be displayed directionally with an indication of what sound it is and how close the source is. This would help at least a little while not giving an advantage to players, who don't need it.
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Yes, MfT deserved its nerf.
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@Gastongard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592823#Comment_3592823
So its illegal to use resources from maps now? The only point of using WoO is extending chases, so now extending chases is bad, healing perks are also bad, perks for repairing gens are also bad. Whats the point of playing survivor in a killer head if they cannot do anything? Even repairing gens is also seen as gen-rush, literally the only objective for survivors, and there is always something to complain on the killer side, how many times have you played soloq? is horrendous, between the lack on information between teammates, the tunnelling brainless and slowdown meta, you are lucky you still have survivors to go against in your game, its really depressing the current state of the game.
No, it's not illegal. If it was, then I'd blame it on the players. Before you try and go on the offensive like this, at least see, if you have any ground to base it on. I blamed this issue specifically on the perk and I also blame it on maps, but that's a different discussion. They players simply use a perk. Unhealthy it may be.
But since maps are never going to be balanced (if it hasn't happened after 7 years, then it will never happen), WoO is the part of this issue that we can fix. If you can extend the chase by playing good, then I commend you for that. Really, I do. I love playing against survivors that actually know how to loop and mind game. But I don't appreciate playing "Let's run to yellow and press Space" all game. This is what WoO does. You see it as soon as you take it away from them, that the players that use it absolutely cannot play without it. It becomes a crutch.
There are enough people that play both sides and judging by the incentives, we have enough survivors and killers to play with short queue times. My killer queues are almost instant. Nerfing a perk will not change that. There was a time when survivors had to learn maps and somehow that worked out too. So I doubt that a nerf to WoO would change that. I also don't want this perk to be completely useless. We have enough useless perks already.
I have played this game for almost 3 years now and really solo queue is in the best spot it's ever been. It's still not great and I agree that BHVR should try to add some means to communicate but it's really not so bad. This whole "B-B-But solo queue bad." thing is just a strawman argument at this point. You will not win every match and you probably won't reach the level of a comp SWF but most SWFs aren't much better. Playing decent is worth a lot more than standard callouts.
When I play solo survivor I usually bring Bond. You may want to try that too. It solves most solo queue issues and also gives you a general idea of the killer's location and the resources that have been used around you. And yes, using one perk slot for Bond is absolutely worth it. Especially now that there aren't any obligatory perks anymore (looking at you, 6.1.0 BT). The HUD is a big deal as well as long as you actually use the information.
I also haven't said anything about gen rush here. Do I like it? No. Because it forces me to play just as fast paced, which always means I have to tunnel or slug. Something I refuse to do because I play survivor too and I don't like when it happens to me. I follow the categorical imperative on that one. But both tunneling / slugging and gen rushing demand their respective counter parts, which makes the game all the less enjoyable for both sides. At least that's how I see it. If you have fun ending the match in 4 minutes flat, resulting in you and your team mates all on the ground, then good for you. Have fun against the next comp Blight, I guess.
My point was that the combination of both of these specific survivor and killer metas isn't great. Because it results in both sides trying to end the game as fast possible, which also results in more "stomp or get stomped" matches. Both are not great. I'd rather have a 10 minutes game and lose with 2 hooks than a 3:30 minutes game and win by slugging all survivors. The healthier alternative in my opinion would be a middle ground between increasing the own pace and slowing the other side down. Not quite like pre 6.1.0 but not quite like what we have now either.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592812#Comment_3592812
that would be unsportsmanlike :) but sending people to that trashcan map is completely fine :))
At least the map offering is a trashcan too, so they already knew how terrible the map was before they released it.
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It sounds like you have stumbled into a MMR region, that you don't belong in just yet. Many players have experienced something like this at least once, so you're not alone. For your MMR to adjust properly, it will sadly take a while. In DBD the MMR system divides players into 3 MMR brackets and whenever you enter a higher MMR bracket it takes quite a bit until you go down again. Meaning, this is not going to stop after only a couple games.
I recommend focusing on fun above wins for a while. Maybe play a killer you haven't played before or try to get value out of the most obscure build you can come up with. That way, the time it takes for your MMR to get you into a better place won't feel quite as bad. Maybe you'll even find some hidden gems.
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I'm sorry to hear that. I've been there too and even right now I don't play much DBD. Games are supposed to be fun but when you don't feel like playing the game, then you won't have fun. Maybe this is a sign, that the time has come for another break. But maybe you have outgrown DBD. In both cases, do what brings you joy. If you feel like playing DBD again, then that's great. If you don't, then that's ok too.
Nobody can really tell you what the right decision is, so ask yourself what has made DBD so special for you and if you want to play the game as it is or if you want to play the game from a few years back.
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Each meta on is own is probably the healthiest it has ever been. But both metas at the same time leads to tunneling being the go-to strategy for many killers. That isn't great. It's not particularly fun to play against a hard tunneling killer and with the current meta it is more effective than ever.
WoO makes the game incredibly boring and you immediately see who has it too. They don't look behind, have perfect pathing and will not even try to loop because they have enough resources to maintain distance until the game is over. Worse yet, it's the sole reason why Blindness is a complete game changer at the moment. You see the immediate effect once WoO deactivates. This perk is downright unhealthy as it is because more often than not, the ones who use it absolutely cannot play without it. So not only does it not help with learning maps, it does the opposite. Why would you ever learn maps when you have a manual to tell you what to do?
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At this point, just delete her. There will not be another rework. They won't put any effort into changing her for a third time. But this killer is a disgrace. There are multiple killers in the game, that aren't all that fun to play against but SM takes it to a whole new level.
She is the low MMR killer's equivalent of Nurse in the sense, that a survivor has no counterplay as long as she doesn't mess up. Only, how do you mess up with SM? Set up drone and now enjoy the survivor either losing a health state and going down in a few seconds thanks to the extra hindered and haste effects or have them drop the pallet immediately to get to the next loop. In both cases you win and the survivor has no real play. They might as well be a bot. And you too to be honest. Because a bot would do the exact same thing.
For this killer to lose her reputation as the worst designed killer in DBD history (worse than old Legion), they would need to make her super fun and interactive for both sides. But they failed monumentally. Now she might be fun to play as (although I don't understand how, because you don't think about any of the stuff you do) but she is still by far the most excruciating experience for survivors. A good killer should be fun for both sides. Or at least not straight up miserable.
I give up on this killer and I know what I'll do the next time I have to play against her. Ignore the drones and go down in 20 seconds. At least that way she'll have me dead in about 2 minutes, which is shorter than the penalty for disconnecting.
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@Grigerbest said:
Wdym STILL afk?
Do killers really afking because of the map? Whats even the point?
Well, maybe... If this killer started the match already tilted to hell.
You haven't had the "pleasure" of playing Billy on that map yet, have you? This is the only map in the game that genuinely has me thinking I should disconnect. I'd rather play old Cowshed than this monstrosity. And now it's even worse!
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@MikaelaWantsYourBoon said:
So kill 2 survivors with camping & tunnelling before end game. And then with combo of NOED + NWO + Batteries Included get last 2 survivors too.
I am glad they adressed problematic perk before live servers.
Where's the difference between that and what we have now? If 2 survivors are dead before end game then NOED will easily get you a 3k by itself. A 4k even, if you don't get too unlucky and slug one of them. This is almost guaranteed with NWO. Batteries Included doesn't come into play here.
Also, if a killer played the entire match pretty much perkless (Batteries Included is so niche that it would barely do anything) and they end up killing 2 survivors before end game by any means, doesn't that mean they should win? The killer could tunnel and camp just as well (sometimes even more efficient), if they had completely different perks and they'd probably win before the gens are finished against the same group. So that really doesn't testify to Batteries Included being problematic in any way.
It's a perk that has little use besides end game and even then is still inferior to NOED. Imagine, if they released a new version of SB that can only be activated around finished gens and lasts for 3 seconds instead of 4. Wouldn't that be a pretty terrible perk?
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@Gastongard said:
Its still useful, its not OP as it was in the past, but its useful. Why all the perks need to be OP in order to work? Have you seen DH? you need to time that perfectly in order to make it work, most of the time its just a missed slot. We need to stop complaining about this somehow balanced perks and start asking for buffs for the other 80%~ perks slots which now are mostly useless and no one seems to use, both for survis and killers. We have like 250 perks and everyone runs the same 10-15, because how useless the other rest are.
We are talking about a hex perk here. Hex perks always need to be significantly stronger to even be considered an option. It's a perk that can be deactivated in the first 20 seconds of a match. Even then, old Ruin was not good enough without Undying. So you need a hex perk that is so good, that it can basically fill 2 perk slots.
The current regression that Ruin provides is 100% of the normal regression speed which is equal to 0.25 charges per second, with the survivor repair speed being 1 charge per second. Surely you see how little this actually is. In order for Ruin to buy you 30 seconds, the gens need to regress for a total of 2 minutes.
On top of that, it also deactivates once a survivor is dead and it could not be used in end game. So even if Ruin isn't destroyed you only have it for a part of the match. This perk even in combination with Undying is barely worth 1 perk slot let alone 2.
There are a bunch of decently good perks on both sides (probably about 30, each). But as long as they aren't meta, they will never be used as much. Think of Brutal Strength and Bond for example. Both perks are pretty nice to have but why would you use either of them when you have alternatives like Deadlock and MfT?
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I play Ace. And I also look like this:
But I'm a friendly player, I swear!
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OTR should make you lose collision, not cause any loud noises, deactivate the ability to use items and pallets. Complete invicibility to tunneling and no room for exploits.
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Depends. Will you be a good survivor and loop really well?
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I don't really have a go to rule for this. I just let them go when I feel like it and I can live with 4 escapes when I was beaten by pure skill. It's not like absolutely have to kill someone after the gens are done. I tend to let survivors go more often, when someone kills themself on hook / disconnects. Or when someone has proven themself in chase. As a sign of respect. There have been quite a few times when I played against survivors that were incredibly good in chase and I gave them either hatch or let them escape.
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@Spare_Them_Mori_Me said:
What would a blind focused build look like on a killer?
Hex: third seal, UW, ??, ??
Mostly. Combine it with a Blindness addon and see how it works out. You can also use Knockout for extra salt but that is completely up to you. Alternatively, you can create a build purely around Third Seal. This works pretty well on Doctor, especially on smaller maps.
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Blindness is the worst, yet most overpowered status effect in the game. It does very little and I personally have little trouble being blind the whole match as a survivor (as killer I'd eventually have trouble finding hooks). At least as long as I don't run Bond + Open Handed. That's pretty sad when it happens.
Anyway, Blindness does something that no other status effect does. It directly counters WoO. For everyone who hasn't done it, I suggest you try any build focused on Blindness and see what happens. You will notice that some players run around like headless ckicken, when they can't follow the simple rule of running towards yellow. This is one of the reasons I don't like WoO in its current state.
I think your suggestion is quite interesting. I'm not sure, if reducing vault speed in general is a good idea, but I'd be very interested in testing it out on a PTB. Vault speed as well as movement speed is finicky and somehow just works the way it is. Modifying it would have consequences on overall loop safety (remember Spine Chill + Resilience?), so this would need to be carefully tested and adjusted.
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@MikaelaWantsYourBoon said:
I mean what we were expecting when asking to make map smallers?
Maps are smaller means loops will be close to each other. If there is map which makes survivors perform so well, probably will be nerfed. But i doubt this happens.
This was an issue even on old Mother's Dwelling. So, I wouldn't say it is directly connected to maps being small. Also, most maps are still quite large but the issue remains.
I am not saying that we should simply increase the distance between pallets and delete whatever doesn't fit (that would cause other issues) but this is one of the go-to strategies even in comp DBD. So it is stronger than it should be. There is just no effort in pre dropping and holding Shift + W.
I understand that this should be a valid strategy against some killers but it works against almost all of them (exceptions being everyone's favorites Nurse and Blight). This is another reason why STBFL is as popular a perk on M1 killers. It minimises the distance a survivor makes after being hit, so they will have to use the next loop they can get to instead of running halfway across the map and picking the strongest loop they can find while the killer has to catch up. Normally this takes so long, that building up bloodlust after a hit is quite common for these killers.
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The way sound occlusion in this game works is incredibly incosistent. Sometimes you can stand right next to a survivor with only a little plant between you and hear nothing. Other times, you hear them through the walls of shack and think they must be less than 2 metres from you. Then you suddenly see them more than 10 metres away. Gens aren't any better. I don't know, if this has ever worked properly.
@Nos37 said:
Meanwhile, the few times I face Spirit, it's usually on a swamp map with loud squishy footsteps in the mud 😔
In whose cereal did you spit to deserve that? That is unlucky.
Entity hear my plea! Release this poor soul from your torturous scheme of facing Spirit on swamp! You. Have. Been. Vanquished!
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You misunderstood my question. Let me try and rephrase it: Can you give me an example of a map where you know that this didn't work in the past and just now works? I really can't think of a map, where pre dropping and Shift + W to the next pallet didn't work reliably. Maybe on the old Shelter Woods depending on RNG but other than that, I don't remember.
I thank you for this example all the same. It shows how ridiculous this whole situation can actually be. It's one of the reasons I've started using Brutal Strength and Fire Up on Freddy. I just want to have a normal chase. With looping, mind gaming and all that. This whole Shift + W until Bloodlust kicks in, then pre drop a jungle gym pallet (or something similarly strong) and repeat is incredibly boring. I can win against this, if I use a somewhat good build (way more than I usually do) at least on a somewhat fair map but I'd much rather lose a game in which I was just outplayed multiple times. Because then I at least wasn't bored out of my mind.
One of the things that initially got me hooked on this game was this whole back and forth aspect of the chase. But this really lacks, when one side turns off their brain and forces you to do the same.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590906#Comment_3590906
I can clearly remember, that not so long ago if you predrop a pallet and instantly go to another pallet - the killer will be able to hit you, if they ignore and go around a predropped pallet. Like the distance between pallets in most of the times didn't allow you (survivor) to do that before. You've had to "force" the killer to break it, if you wanted to be able to reach another pallet or window.
Now it feels like you don't even need to use your brain too much, you don't need to look behind you, just autopilot to a pallet - instantly go to another pallet and repeat, until you reach a dead zone.
My problem with that, as I was saying - it's very boring for both sides, I can not believe that this gameplay is enjoyable even for that survivor.
Multiple games like this will end-up with you getting completely bored out. Which is ironically stupid for the meaning of the games, which is - having fun.
Could you give an example? Because I really can't think of one from the top of my head. Pre dropping has always been more effective than it should be as far as I remember. But it might be that some maps used to have spots where pre dropping wouldn't be as strong and I just don't recall.
What you described is something I also call the WoO effect because mostly you see players with this perk doing exactly that. It is indeed boring to play against but still so common that I reckon it must be enjoyable enough for the survivor to play like this. If it wasn't then I doubt they'd do it.
There are sadly instances where either side can reduce the other to a mere bot. No thinking involved and no actual interactivity. Some of us could probably do this blindfolded and without sound. You're just following through the motions until it's finally over and you are allowed to actually play again. This is all the more problematic when you think about what both sides do outside of the chase. There is a reason many of us regard chases as the most fun part of DBD and when even that isn't enjoyable because it's more of a chore than an actual high stakes situation, then the game becomes boring and loses its appeal.
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That's a glitch as old as the game itself and quite rare at that. Once you've seen it, you can officially call yourself an experienced player. The more important question is, have you actually tried to enter the locker? You're in for a surprise, if you haven't. 😂
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This is something that I've noticed too but I explain this with too many pallets in general. There are games in which survivors can pre drop every pallet and delay the killer long enough for them to do the gens easily. This is not a big issue for most stronger killers but for someone like Freddy it is.
One solution would be to decrease the overall amount of pallets to a degree where survivors have to play around them or dead zone themselves. But this would cause an issue with killers, that are strong enough to either break through or play around these pallets. Also, newer players are already up for quite a challenge to learn the game, so that wouldn't help either. Increasing the distance between pallets would result in issues with killer powers, that can get these pallets out of the way faster. For example, if a Billy or Bubba plays it right, they will get the pallet out of the way and the survivor makes to the next loop but not much further. This could potentially cause an issue with these 2 (and others) getting free hits after breaking a pallet.
This is really not something easy to fix but definitely worth discussing and thinking about.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590541#Comment_3590541
Always sad when one of the most balanced map in the game is not favorized... Tells you a lot about what the community wants...
Maybe it's because a good portion of us have had enough of it. If I have to play on the same map over and over again every few months, then I start to hate it. There was a time when I was sent to RPD almost every game and I hated it for that alone. I don't need to play on the same map 7/10 times.
I play more killer than survivor and the same would happen, if I had to play 7/10 games on Midwich or Saloon (or any other map). It just gets old. I have enough of one map when I see it 3+ times a day.
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Tunneling is the most effective way to kill survivors. It's heavily incentivised both by the overall pace of the game and the current meta. Survivors use no protection against tunneling and killers use that weakness, while also progressing their objective way faster and more efficient than normal. It's not toxic, it's natural.
With that being said, I'm not happy about this either. I would love to go back to Decisive Strike being a popular and very strong (against pretty much all killers) perk because then a killer that doesn't tunnel wouldn't be punished by the survivor perks working more effectively against them than if they did tunnel. I would take a 7 seconds DS stun over what we have. Then I'd only have to deal with 12 / 16 perks, if I don't tunnel. Problem is, then it'd be abused. More than the old version already was.
There is no incentive not to tunnel. At all. But there are a million different reasons to tunnel. I don't see this as an issue with killer players but as an issue with the game. Survivors play as efficient as they can too, because that is how you win. A killer trying to win shouldn't be frowned upon. It's more that this is the way you win as killer.
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That's a very solid hit. Even if the killer's ping is not bad, that is definitely a hit. Because there are 2 latencies to take into consideration. Your own and the killer's. You see yourself in a different spot than the server and the killer sees you in another spot alltogether. Meaning, even if both of your pings are solid, this will connect.
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Bubba is quite deadly, if you don't know how to counter him. His biggest weakness (obviously) are windows. Especially strong or connected windows like shack and TL walls are quite hard for him to deal with. Which is why you will often see Bubbas use Bamboozle.
Depending on what kind of addons the Bubba uses, you should not give them the pallet side on a loop, unless you know for a fact that they cannot hit you. Sometimes, they will use their extra speed and duration to mind game around a standing pallet and then hit you before you make it to the pallet. Against these kinds of players, it can be a good idea to pre drop or sometimes pallet camp to gain more distance.
I also recommend this video for more information:
https://www.youtube.com/watch?v=qjwtWiloJ58And this video for your amusement:
https://www.youtube.com/watch?v=n18RuMRmTvcOne more thing that can help is to play the killer yourself. He is actually quite fun and has more depth than many give him credit for. So, if you own Bubba, then play him yourself. The survivors in your games and your own experience as him will show you more ways to counter him.
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For Nurse, aura reading in general is quite an issue. It basically guarantees her hits. So you could just as well make her unable to use any aura perks. Then again, what perks would she be able to use? No M1 perks and no aura perks eliminate pretty much anything that isn't slow down. Which wouldn't improve the situation overall. They need to come up with some better restrictions for Nurse's power. Making perks inaccessible for her wouldn't be a solution to the problem.
The same goes for Blight, honestly. If both of these killers were a bit weaker overall, these perks wouldn't be quite so problematic on them. Something, I've been playing around with is the though of Blight starting with his power on cooldown. So it would take him 10 seconds until he could start rushing. I think that would be fair and it wouldn't make him less enjoyable overall. That combined with the necessary addon nerfs and maybe a slightly more punishing cooldown on missed attacks would go a long way.
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I think so. I would recommend it because you can have a lot of fun in DBD and play a very different game from what you usually do. Though, I would suggest they don't go into it with super high expectations at the beginning. It takes quite a while to get accustomed to all the different mechanics and maps in DBD and even longer to unlock a few good perks on killer.
On survivor you have at least Meg with 3 good perks and Bill with another, plus Feng can be bought with shards, as can Kate. It's not ideal but you can unlock very decent perks by just playing. On killer that is a bit harder. Some very popular meta perks are licensed, so you'd need quite a bit of luck to unlock them quickly without paying for dlcs and the perks you get from the free killers are not amazing.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590203#Comment_3590203
DbD's biggest matchmaking problem is you can be casual but then matchmaking can you send against pretty sweaty people. We really need ranked and casual mods.
They can add some rules and limits for ranked matches for make them fair and balanced. I am all for it.
Ideally, the sweaty people should still be around your level. I have casually beaten some SWFs before, that really tried everything in their power to get the upper hand because they just weren't that good. Your loadout can only carry you so far. But I have also been beaten by some very, very casual solo queue gamers because they were just better than me.
I think ranked and casual mode wouldn't work for DBD. You'd still have to deal with people sweating to stomp in casual mode and making everyone else miserable. You don't necessarily need perks, items or addons for that, if you're that much better and really trying your hardest. Your average comp Nurse will continue to stomp no matter the restrictions.
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@MikaelaWantsYourBoon said:
It's working fine right now but yeah, i don't know how they broke female vaulting and i don't know why it took so long to fix.
It was pain to play female survivors.
Presumably it was an issue caused by the different vault animations between male and female survivors. They do the same movement, but male survivors are overall a bit taller than female survivors, so they couldn't take the same animations without it looking weird. When they changed the vaults, something malfunctioned and caused the female survivor vaults to not work correctly. Good ol' spaghetti code, I guess.
Not sure why it took so long to fix that. Maybe it was more complex to figure out a solution than we think.
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That's a very old issue you encountered here. Because the survivor hitbox is elevated above the ground during the animation, they can perform a fast vault and jump right over that trap. This has happened to all of us at least once, so you're definitely not alone.
You can set the trap at a slight distance from the vault and then it should be able to catch them. Even if they are only slow / medium vaulting. It's sadly one more thing you need to watch out for on a killer that is already quite weak.
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If I'm not mistaken every realm has an equal chance to be picked. With 20 realms currently in the game that is a 5% chance to get any Coldwind map. With 5 Coldwind maps, that means you have a chance of 20% of 5% = 1% to get any one Coldwind map in particular.
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@C3Tooth said:
Everyone stand back, let him do the job
Ok, what? How? When? Do you just have them lying around on your pc or did you draw that one in response?
Or did the entity connect with you and give you a bunch of extra arms to give us more art? Oh my god! I figured it out! @C3Tooth is the entity! You only used Nea as a pawn in your game of chess and you created Chess Merchant to buy you more time for the creation of memes!


